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- local plr = game.Players.LocalPlayer
- local chr = plr.Character
- local maus = plr:GetMouse()
- local PGui=plr.PlayerGui
- local lleg = chr["Left Leg"]
- local rleg = chr["Right Leg"]
- local larm = chr["Left Arm"]
- local rarm = chr["Right Arm"]
- local hed = chr.Head
- local rutprt = chr.HumanoidRootPart
- local torso = chr.Torso
- local otheranims=false
- local armmovement=false
- chr.Animate.Disabled=true
- local RunSpeed=36
- local WlkSpeed=18
- local runnin=false
- local tik=0
- local rollvalue=0
- local swimming=false
- local fldb={['w']=false,['a']=false,['s']=false,['d']=false}
- local jumpval=0
- local idlerollv=0
- local BallColor=torso.BrickColor
- local BallTransparency=0
- local BallReflectance=0
- local BallMaterial="Neon"
- coroutine.wrap(function()
- for i,x in pairs(hed:GetChildren()) do if x:IsA('Sound') then x:Destroy() end end end)()
- function Lerp(a, b, i)
- local com1 = {a.X, a.Y, a.Z, a:toEulerAnglesXYZ()}
- local com2 = {b.X, b.Y, b.Z, b:toEulerAnglesXYZ()}
- local calx = com1[1] + (com2[1] - com1[1]) * i
- local caly = com1[2] + (com2[2] - com1[2]) * i
- local calz = com1[3] + (com2[3] - com1[3]) * i
- local cala = com1[4] + (com2[4] - com1[4]) * i
- local calb = com1[5] + (com2[5] - com1[5]) * i
- local calc = com1[6] + (com2[6] - com1[6]) * i
- return CFrame.new(calx, caly, calz) * CFrame.Angles(cala, calb, calc)
- end
- function TwnSingleNumber(s,f,m)
- local wot=s+(f-s)*m
- return wot
- end
- function TwnVector3(q,w,e)
- local begin={q.x,q.y,q.z}
- local ending={w.x,w.y,w.z}
- local bgx=begin[1]+(ending[1]-begin[1])*e
- local bgy=begin[2]+(ending[2]-begin[2])*e
- local bgz=begin[3]+(ending[3]-begin[3])*e
- return Vector3.new(bgx,bgy,bgz)
- end
- newWeld = function(wld, wp0, wp1, wc0x, wc0y, wc0z)
- wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- function Avg(a, b)
- return CFrame.new((a.X+b.X)/2,(a.Y+b.Y)/2,(a.Z+b.Z)/2)
- end
- local jump=Instance.new('Sound',rutprt)
- jump.Volume=.2
- jump.Pitch=1
- jump.SoundId='http://www.roblox.com/asset?id=170588191'
- newWeld(law, torso, larm, -1.5, 0.5, 0)
- newWeld(raw, torso, rarm, 1.5, 0.5, 0)
- newWeld(llw, torso, lleg, -.5, -2, 0)
- newWeld(rlw, torso, rleg, .5, -2, 0)
- newWeld(hw, torso, hed, 0, 1.5, 0)
- local rutwald=Instance.new('Weld',rutprt)
- rutwald.Part0=rutprt
- rutwald.Part1=torso
- larm.Weld.C1 = CFrame.new(0, 0.5, 0)
- rarm.Weld.C1 = CFrame.new(0, 0.5, 0)
- rleg.Weld.C1=CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,0)
- lleg.Weld.C1=CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,0)
- local anim = "Idling"
- local lastanim = "Idling"
- local val = 0
- local syne = 0
- local num = 0
- local runtime = 0
- maus.KeyDown:connect(function(kei)
- if string.byte(kei)==48 and not otheranims and not sitting and not disabled then
- runnin=true
- end
- if kei=='w' then fldb.w=true end
- if kei=='a' then fldb.a=true end
- if kei=='s' then fldb.s=true end
- if kei=='d' then fldb.d=true end
- end)
- maus.KeyUp:connect(function(kei)
- if string.byte(kei)==48 and not otheranims and not sitting and not disabled then
- runnin=false
- end
- if kei=='w' then fldb.w=false end
- if kei=='a' then fldb.a=false end
- if kei=='s' then fldb.s=false end
- if kei=='d' then fldb.d=false end
- end)
- local bawl=Instance.new("Part",torso)
- bawl.formFactor="Custom"
- bawl.Shape="Ball"
- bawl.BrickColor=(BallColor or torso.BrickColor)
- bawl.Material=BallMaterial
- bawl.Transparency=(BallTransparency or 0)
- bawl.Reflectance=(BallReflectance or 0)
- bawl.Size=Vector3.new(5.35,5.35,5.35)
- bawl.TopSurface=10
- bawl.BottomSurface=10
- bawl.LeftSurface=10
- bawl.RightSurface=10
- bawl.FrontSurface=10
- bawl.BackSurface=10
- bawl.Anchored=false
- bawl:breakJoints''
- bawl.Locked=true
- bawl.CanCollide=true
- --[[local bawlmesh=Instance.new("SpecialMesh",bawl)
- bawlmesh.MeshId="http://www.roblox.com/asset/?id=1527559"
- --bawlmesh.TextureId="http://www.roblox.com/asset?id=25701026"
- bawlmesh.Scale=Vector3.new(2.35,2.35,2.35)]]
- local bawllight=Instance.new("PointLight",bawl)
- bawllight.Brightness=1
- bawllight.Range=15
- bawllight.Color=bawl.BrickColor.Color
- bawllight.Shadows=true
- local bawlweld=Instance.new("Weld",bawl)
- bawlweld.Part0=rutprt
- bawlweld.Part1=bawl
- bawlweld.C1=CFrame.new(0,0,0)
- rutprt.Weld.C1=CFrame.new(0,-bawl.Size.y,0)*CFrame.Angles(math.rad(0),math.rad(0),0)
- chr.Humanoid.Swimming:connect(function(speedpls)
- if speedpls>=5 and not otheranims and not disabled and not sitting then
- swimming=true
- anim="Swimming"
- elseif speedpls<5 and not otheranims and not disabled and not sitting then
- swimming=false
- end
- end)
- coroutine.resume(coroutine.create(function()
- while true do
- if trailing then
- local Ray=Ray.new(rutprt.CFrame.p,(rutprt.CFrame.p-(rutprt.CFrame*CFrame.new(0,-2,0)).p).unit*-5)
- local hitbrick,hitposition=Workspace:FindPartOnRay(Ray,chr)
- if hitbrick and hitposition then
- local splash=Instance.new("Part",bawl)
- splash.Anchored=true
- splash.CanCollide=false
- splash.Transparency=0
- splash.formFactor="Custom"
- splash.BrickColor=hitbrick.BrickColor
- splash.Size=Vector3.new(2,2,2)
- game:service'Debris':AddItem(splash,2)
- splash.CFrame=CFrame.new(hitposition)*CFrame.Angles(math.random(1,3),math.random(1,3),math.random(1,3))
- local splm=Instance.new("BlockMesh",splash)
- coroutine.wrap(function()
- for a=0,1,.05 do
- splm.Scale=Vector3.new(a,a,a) splash.Transparency=splash.Transparency+.05 splash.CFrame=splash.CFrame+Vector3.new(0,.05,0) wait'' end
- end)()
- end
- wait''
- else
- wait''
- end
- end
- end))
- game:service'RunService'.RenderStepped:connect(function()
- syne=syne+1
- if not otheranims and not swimming then
- if (torso.Velocity*Vector3.new(1, 0, 1)).magnitude < 1 and not dnc and not chr.Humanoid.Jump then-- and torso.Velocity.y<5 and torso.Velocity.y>-5
- anim="Idling"
- elseif (rutprt.Velocity*Vector3.new(1, 0, 1)).magnitude > 1 and (rutprt.Velocity*Vector3.new(1, 0, 1)).magnitude < RunSpeed-5 and not chr.Humanoid.Jump then-- and torso.Velocity.y<5 and torso.Velocity.y>-5
- anim="Walking"
- dnc=false
- elseif (torso.Velocity*Vector3.new(1, 0, 1)).magnitude > RunSpeed-10 and not chr.Humanoid.Jump then-- and torso.Velocity.y<5 and torso.Velocity.y>-5
- anim="Sprinting"
- dnc=false
- elseif torso.Velocity.y>5 and chr.Humanoid.Jump then
- anim='Jumping'
- dnc=false
- elseif (torso.Velocity.y < -5) and chr.Humanoid.Jump then
- anim='Falling'
- dnc=false
- end
- end
- if anim~=lastanim then runtime=0 end
- lastanim=anim
- if anim=="Idling" then
- trailing=false
- if not armmovement then
- rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525+math.cos(syne/32.5)/25,0)*CFrame.Angles(0,0,math.rad(3)),.1)
- larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525+math.cos(syne/32.5)/25,0)*CFrame.Angles(0,0,math.rad(-3)),.1)
- end
- lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-.55,-1.9-math.cos(syne/32.5)/20,(math.cos(syne/32.5)/35))*CFrame.Angles(-(math.cos(syne/32.5)/35),0,math.rad(-2.5)),.1)
- rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(.55,-1.9-math.cos(syne/32.5)/20,(math.cos(syne/32.5)/35))*CFrame.Angles(-(math.cos(syne/32.5)/35),0,math.rad(2.5)),.1)
- hed.Weld.C0=Lerp(hed.Weld.C0,CFrame.new(0,1.5+math.cos(syne/32.5)/50,0)*CFrame.Angles(math.cos(syne/32.5)/40,0,0),.1)
- rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-.4,-math.cos(syne/25)*3)*CFrame.Angles(math.cos(syne/25)/4,math.rad(0),math.rad(0)),.1)
- bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,-math.cos(syne/25)*3)*CFrame.Angles(math.rad(rollvalue),0,0),.25)
- end
- if anim=="Walking" then
- trailing=true
- rollvalue=rollvalue+3
- if rollvalue>=359 then rollvalue=0 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/4)/5))
- elseif rollvalue>=177 and rollvalue<=183 then rollvalue=184 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/4)/5))
- else
- bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/4)/5)),.2) end
- if not armmovement then
- rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525-math.cos(syne/8)/6,math.cos(syne/8)/6)*CFrame.Angles(-math.cos(syne/8)/3+math.rad(25),0,math.rad(12.5)),.1)
- larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525+math.cos(syne/8)/6,-math.cos(syne/8)/6)*CFrame.Angles(math.cos(syne/8)/3+math.rad(25),0,math.rad(-12.5)),.1)
- end
- lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-(math.cos(syne/8)/11)-.5,-1.7+math.sin(syne/4)/3.5-math.cos(syne/8)/4,math.rad(-5)-(math.cos(syne/8)))*CFrame.Angles(math.rad(5)+(math.cos(syne/8)),0,-(math.cos(syne/8)/11)+math.rad(1)),.1)
- rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(-(math.cos(syne/8)/11)+.5,-1.7-math.sin(syne/4)/3.5+math.cos(syne/8)/4,math.rad(-5)+(math.cos(syne/8)))*CFrame.Angles(math.rad(5)-(math.cos(syne/8)),0,-(math.cos(syne/8)/11)+math.rad(-1)),.1)
- rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-.5-math.cos(syne/4)/2,-math.cos(syne/4)*1.5)*CFrame.Angles(math.cos(syne/4)/10+math.rad(-5),math.cos(syne/4)/10,math.cos(syne/8)/10+math.sin(rutprt.RotVelocity.y/2)/10),.1)
- end
- if anim=="Sprinting" then
- trailing=true
- rollvalue=rollvalue+5
- if rollvalue>=359 then rollvalue=0 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5))
- elseif rollvalue>=177 and rollvalue<=183 then rollvalue=184 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5))
- else
- bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5)),.2) end
- if not armmovement then
- rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525-math.cos(syne/6)/6,math.sin(syne/6)/5)*CFrame.Angles(-math.cos(syne/6)/3+math.rad(25),0,math.rad(12.5)),.1)
- larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525+math.cos(syne/6)/6,-math.sin(syne/6)/5)*CFrame.Angles(math.cos(syne/6)/3+math.rad(25),0,math.rad(-12.5)),.1)
- end
- lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-(math.cos(syne/6)/11)-.575,-1.7+math.cos(syne/3)/4-math.cos(syne/6)/4,math.rad(-5)-(math.cos(syne/6)))*CFrame.Angles(math.rad(5)+(math.cos(syne/6)),0,-(math.cos(syne/6)/11)+math.rad(-5)),.1)
- rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(-(math.cos(syne/6)/11)+.575,-1.7-math.cos(syne/3)/4+math.cos(syne/6)/4,math.rad(-5)+(math.cos(syne/6)))*CFrame.Angles(math.rad(5)-(math.cos(syne/6)),0,-(math.cos(syne/6)/11)+math.rad(5)),.1)
- rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-.5-math.cos(syne/3)/2,-math.cos(syne/3)*1.5)*CFrame.Angles(math.cos(syne/3)/10+math.rad(-5),math.cos(syne/3)/10,math.cos(syne/6)/10+math.sin(rutprt.RotVelocity.y/2)/10),.1)
- end
- if anim=="Falling" then
- trailing=false
- if not armmovement then
- rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525,0)*CFrame.Angles(math.rad(25),0,math.rad(25)),.1)
- larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525,0)*CFrame.Angles(math.rad(25),0,math.rad(-25)),.1)
- end
- lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-.55,-1.9,math.rad(-20))*CFrame.Angles(math.rad(20),0,math.rad(-2.5)),.1)
- rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(.55,-1.9,math.rad(-20))*CFrame.Angles(math.rad(20),0,math.rad(2.5)),.1)
- hed.Weld.C0=Lerp(hed.Weld.C0,CFrame.new(0,1.5,-.3)*CFrame.Angles(math.rad(-15),0,0),.1)
- rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,rutprt.Weld.C0.y+.2,1.75)*CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0)),.1)
- bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(rollvalue),0,0),.325)
- end
- if anim=="Jumping" then
- trailing=false
- if not armmovement then
- rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525,0)*CFrame.Angles(math.rad(-25),0,math.rad(25)),.1)
- larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525,0)*CFrame.Angles(math.rad(-25),0,math.rad(-25)),.1)
- end
- lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-.55,-1.9,math.rad(5))*CFrame.Angles(math.rad(-5),0,math.rad(-2.5)),.1)
- rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(.55,-1.9,math.rad(5))*CFrame.Angles(math.rad(-5),0,math.rad(2.5)),.1)
- hed.Weld.C0=Lerp(hed.Weld.C0,CFrame.new(0,1.5,.05)*CFrame.Angles(math.rad(15),0,0),.1)
- rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,rutprt.Weld.C0.y+.1,0)*CFrame.Angles(math.rad(5),math.rad(0),math.rad(0)),.1)
- bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(math.rad(rollvalue),0,0),.325)
- end
- if anim=="WallRun" then
- chr.Humanoid.Jump=true
- trailing=false
- rollvalue=rollvalue+7
- if rollvalue>=359 then rollvalue=0 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5))
- elseif rollvalue>=177 and rollvalue<=183 then rollvalue=184 bawlweld.C0=CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5))
- else
- bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,-(math.cos(syne/3)/5)),.2) end
- if not armmovement then
- rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.325,.525,.2)*CFrame.Angles(math.rad(-45),0,math.rad(3)),.1)
- larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.325,.525,.2)*CFrame.Angles(math.rad(-45),0,math.rad(-3)),.1)
- end
- lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-(math.cos(syne/5)/11)-.575,-1.8-math.cos(syne/2.5)/2+math.cos(syne/5)/6,math.rad(-30)-(math.cos(syne/5)))*CFrame.Angles(math.rad(30)+(math.cos(syne/5)),0,-(math.cos(syne/5)/11)+math.rad(-5)),.1)
- rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(-(math.cos(syne/5)/11)+.575,-1.8+math.cos(syne/2.5)/2-math.cos(syne/5)/6,math.rad(-30)+(math.cos(syne/5)))*CFrame.Angles(math.rad(30)-(math.cos(syne/5)),0,-(math.cos(syne/5)/11)+math.rad(5)),.1)
- hed.Weld.C0=Lerp(hed.Weld.C0,CFrame.new(0,1.45,.25)*CFrame.Angles(math.rad(30),0,0),.1)
- rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-1-math.cos(syne/2.5)/2,2-math.cos(syne/3)*1.5)*CFrame.Angles(math.cos(syne/2.5)/10+math.rad(-3),math.cos(syne/2.5)/10,math.cos(syne/5)/10+math.sin(rutprt.RotVelocity.y/2)/10),.1)
- end
- if anim=="Swimming" then
- rollvalue=rollvalue+4
- if rollvalue>=360 then rollvalue=0 end
- if not armmovement then
- rarm.Weld.C0=Lerp(rarm.Weld.C0,CFrame.new(1.5,.525-math.cos(syne/8)/6,math.cos(syne/8)/6)*CFrame.Angles(-math.cos(syne/8)/3+math.rad(25),0,math.rad(12.5)),.1)
- larm.Weld.C0=Lerp(larm.Weld.C0,CFrame.new(-1.5,.525+math.cos(syne/8)/6,-math.cos(syne/8)/6)*CFrame.Angles(math.cos(syne/8)/3+math.rad(25),0,math.rad(-12.5)),.1)
- end
- lleg.Weld.C0=Lerp(lleg.Weld.C0,CFrame.new(-.55,-1.7+math.cos(syne/4)/4,math.rad(-5)-(math.cos(syne/8)))*CFrame.Angles(math.rad(5)+(math.cos(syne/8)),0,math.rad(-5)),.1)
- rleg.Weld.C0=Lerp(rleg.Weld.C0,CFrame.new(.55,-1.7-math.cos(syne/4)/4,math.rad(-5)+(math.cos(syne/8)))*CFrame.Angles(math.rad(5)-(math.cos(syne/8)),0,math.rad(5)),.1)
- bawlweld.C0=Lerp(bawlweld.C0,CFrame.new(0,-.5,0)*CFrame.Angles(-math.rad(rollvalue),0,0),.25)
- rutprt.Weld.C0=Lerp(rutprt.Weld.C0,CFrame.new(0,-.4-math.cos(syne/4)/4,-math.cos(syne/4)*1.25)*CFrame.Angles(math.cos(syne/4)/10+math.rad(95),math.cos(syne/4)/10,math.cos(syne/8)/10+math.sin(rutprt.RotVelocity.y/2)/10),.1)
- end
- chr.Humanoid.CameraOffset=(rutprt.CFrame:toObjectSpace(hed.CFrame)).p+Vector3.new(0,-1.25,0)
- if runnin and not disabled and not otheranims and not sitting then
- chr.Humanoid.WalkSpeed=RunSpeed
- elseif not runnin and not disabled and not otheranims and not sitting then
- chr.Humanoid.WalkSpeed=WlkSpeed
- end
- if rutprt:findFirstChild("WallRunningVelocitypls") and otheranims then
- local rei=Ray.new((rutprt.CFrame).p,(((rutprt.CFrame*CFrame.new(0,0,-1)).p)-rutprt.CFrame.p).unit*((bawl.Size.y/2)))
- local hitpart,hitpos=Workspace:FindPartOnRay(rei,chr)
- if not hitpart then
- otheranims=false
- rutprt:findFirstChild("WallRunningVelocitypls"):Destroy''
- else
- return
- end
- end
- if runnin and (fldb.w or fldb.a or fldb.s or fldb.d) then
- local rei=Ray.new((rutprt.CFrame).p,(((rutprt.CFrame*CFrame.new(0,0,-1)).p)-rutprt.CFrame.p).unit*((bawl.Size.y/2)))
- local hitpart,hitpos=Workspace:FindPartOnRay(rei,chr)
- if hitpart and hitpart.CanCollide then
- otheranims=true
- anim="WallRun"
- if not rutprt:findFirstChild("WallRunningVelocitypls") then
- local wlvelo=Instance.new("BodyVelocity",rutprt)
- wlvelo.Name="WallRunningVelocitypls"
- wlvelo.maxForce=Vector3.new(0,math.huge,0)
- wlvelo.velocity=Vector3.new(0,RunSpeed*1.2,0)
- end
- end
- else
- if rutprt:findFirstChild("WallRunningVelocitypls") and otheranims then
- otheranims=false
- rutprt:findFirstChild("WallRunningVelocitypls"):destroy''
- end
- end
- end)
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Comments
-
- great script!! displays you standing on a glowing light yellow ball, super cool! keep up the good work ^_^
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