Gotmilk0086

tuba boi script

Jun 3rd, 2018
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  1. ------------------------
  2.  
  3. --Made by goodguyaiden--
  4. --Tuba Boi--------------
  5.  
  6. ------------------------
  7.  
  8. wait(0.2)
  9. local Player = game:service'Players'.localPlayer
  10. local chara = Player.Character
  11. Player=game:GetService("Players").LocalPlayer
  12. Character=Player.Character
  13. PlayerGui=Player.PlayerGui
  14. Backpack=Player.Backpack
  15. Torso=Character.Torso
  16. Head=Character.Head
  17. Humanoid=Character.Humanoid
  18. m=Instance.new('Model',Character)
  19. LeftArm=Character["Left Arm"]
  20. LeftLeg=Character["Left Leg"]
  21. RightArm=Character["Right Arm"]
  22. RightLeg=Character["Right Leg"]
  23. LS=Torso["Left Shoulder"]
  24. LH=Torso["Left Hip"]
  25. RS=Torso["Right Shoulder"]
  26. RH=Torso["Right Hip"]
  27. Face = Head.face
  28. Neck=Torso.Neck
  29. it=Instance.new
  30. attacktype=1
  31. vt=Vector3.new
  32. cf=CFrame.new
  33. cl3=Color3.new
  34. rgb=Color3.fromRGB
  35. bcn=BrickColor.new
  36. euler=CFrame.fromEulerAnglesXYZ
  37. angles=CFrame.Angles
  38. Humanoid.WalkSpeed = 14
  39. Player = game:GetService("Players").LocalPlayer
  40. PlayerGui = Player.PlayerGui
  41. Cam = workspace.CurrentCamera
  42. Backpack = Player.Backpack
  43. Character = Player.Character
  44. Humanoid = Character.Humanoid
  45. Mouse = Player:GetMouse()
  46. RootPart = Character["HumanoidRootPart"]
  47. Torso = Character["Torso"]
  48. Head = Character["Head"]
  49. RightArm = Character["Right Arm"]
  50. LeftArm = Character["Left Arm"]
  51. RightLeg = Character["Right Leg"]
  52. LeftLeg = Character["Left Leg"]
  53. RootJoint = RootPart["RootJoint"]
  54. Neck = Torso["Neck"]
  55. RightShoulder = Torso["Right Shoulder"]
  56. LeftShoulder = Torso["Left Shoulder"]
  57. RightHip = Torso["Right Hip"]
  58. LeftHip = Torso["Left Hip"]
  59. IT = Instance.new
  60. CF = CFrame.new
  61. VT = Vector3.new
  62. RAD = math.rad
  63. C3 = Color3.new
  64. UD2 = UDim2.new
  65. BRICKC = BrickColor.new
  66. ANGLES = CFrame.Angles
  67. EULER = CFrame.fromEulerAnglesXYZ
  68. COS = math.cos
  69. ACOS = math.acos
  70. SIN = math.sin
  71. ASIN = math.asin
  72. ABS = math.abs
  73. MRANDOM = math.random
  74. FLOOR = math.floor
  75. Animation_Speed = 3
  76. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  77. local Speed = 12
  78. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  79. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  80. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  81. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  82. local DAMAGEMULTIPLIER = 1
  83. local ANIM = "Idle"
  84. local ATTACK = false
  85. local EQUIPPED = false
  86. local HOLD = false
  87. local COMBO = 1
  88. local Rooted = false
  89. local SINE = 0
  90. local KEYHOLD = false
  91. local CHANGE = 2 / Animation_Speed
  92. local WALKINGANIM = false
  93. local VALUE1 = false
  94. local VALUE2 = false
  95. local ROBLOXIDLEANIMATION = IT("Animation")
  96. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  97. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  98. --ROBLOXIDLEANIMATION.Parent = Humanoid
  99. local WEAPONGUI = IT("ScreenGui", PlayerGui)
  100. WEAPONGUI.Name = "Weapon GUI"
  101. local Weapon = IT("Model")
  102. Weapon.Name = "Adds"
  103. local Effects = IT("Folder", Weapon)
  104. Effects.Name = "Effects"
  105. local ANIMATOR = Humanoid.Animator
  106. local ANIMATE = Character.Animate
  107. local UNANCHOR = true
  108. local PLAYANIMS = true
  109. ArtificialHB = Instance.new("BindableEvent", script)
  110. ArtificialHB.Name = "ArtificialHB"
  111.  
  112. script:WaitForChild("ArtificialHB")
  113.  
  114. frame = Frame_Speed
  115. tf = 0
  116. allowframeloss = false
  117. tossremainder = false
  118. lastframe = tick()
  119. script.ArtificialHB:Fire()
  120.  
  121. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  122. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  123. end
  124.  
  125. function PositiveAngle(NUMBER)
  126. if NUMBER >= 0 then
  127. NUMBER = 0
  128. end
  129. return NUMBER
  130. end
  131.  
  132. function NegativeAngle(NUMBER)
  133. if NUMBER <= 0 then
  134. NUMBER = 0
  135. end
  136. return NUMBER
  137. end
  138.  
  139. function Swait(NUMBER)
  140. if NUMBER == 0 or NUMBER == nil then
  141. ArtificialHB.Event:wait()
  142. else
  143. for i = 1, NUMBER do
  144. ArtificialHB.Event:wait()
  145. end
  146. end
  147. end
  148.  
  149. function QuaternionFromCFrame(cf)
  150. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  151. local trace = m00 + m11 + m22
  152. if trace > 0 then
  153. local s = math.sqrt(1 + trace)
  154. local recip = 0.5 / s
  155. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  156. else
  157. local i = 0
  158. if m11 > m00 then
  159. i = 1
  160. end
  161. if m22 > (i == 0 and m00 or m11) then
  162. i = 2
  163. end
  164. if i == 0 then
  165. local s = math.sqrt(m00 - m11 - m22 + 1)
  166. local recip = 0.5 / s
  167. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  168. elseif i == 1 then
  169. local s = math.sqrt(m11 - m22 - m00 + 1)
  170. local recip = 0.5 / s
  171. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  172. elseif i == 2 then
  173. local s = math.sqrt(m22 - m00 - m11 + 1)
  174. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  175. end
  176. end
  177. end
  178.  
  179. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  180. local xs, ys, zs = x + x, y + y, z + z
  181. local wx, wy, wz = w * xs, w * ys, w * zs
  182. local xx = x * xs
  183. local xy = x * ys
  184. local xz = x * zs
  185. local yy = y * ys
  186. local yz = y * zs
  187. local zz = z * zs
  188. return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  189. end
  190.  
  191. function QuaternionSlerp(a, b, t)
  192. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  193. local startInterp, finishInterp;
  194. if cosTheta >= 0.0001 then
  195. if (1 - cosTheta) > 0.0001 then
  196. local theta = ACOS(cosTheta)
  197. local invSinTheta = 1 / SIN(theta)
  198. startInterp = SIN((1 - t) * theta) * invSinTheta
  199. finishInterp = SIN(t * theta) * invSinTheta
  200. else
  201. startInterp = 1 - t
  202. finishInterp = t
  203. end
  204. else
  205. if (1 + cosTheta) > 0.0001 then
  206. local theta = ACOS(-cosTheta)
  207. local invSinTheta = 1 / SIN(theta)
  208. startInterp = SIN((t - 1) * theta) * invSinTheta
  209. finishInterp = SIN(t * theta) * invSinTheta
  210. else
  211. startInterp = t - 1
  212. finishInterp = t
  213. end
  214. end
  215. return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  216. end
  217.  
  218. function Clerp(a, b, t)
  219. local qa = {QuaternionFromCFrame(a)}
  220. local qb = {QuaternionFromCFrame(b)}
  221. local ax, ay, az = a.x, a.y, a.z
  222. local bx, by, bz = b.x, b.y, b.z
  223. local _t = 1 - t
  224. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  225. end
  226.  
  227. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  228. local frame = IT("Frame")
  229. frame.BackgroundTransparency = TRANSPARENCY
  230. frame.BorderSizePixel = BORDERSIZEPIXEL
  231. frame.Position = POSITION
  232. frame.Size = SIZE
  233. frame.BackgroundColor3 = COLOR
  234. frame.BorderColor3 = BORDERCOLOR
  235. frame.Name = NAME
  236. frame.Parent = PARENT
  237. return frame
  238. end
  239.  
  240. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  241. local label = IT("TextLabel")
  242. label.BackgroundTransparency = 1
  243. label.Size = UD2(1, 0, 1, 0)
  244. label.Position = UD2(0, 0, 0, 0)
  245. label.TextColor3 = TEXTCOLOR
  246. label.TextStrokeTransparency = STROKETRANSPARENCY
  247. label.TextTransparency = TRANSPARENCY
  248. label.FontSize = TEXTFONTSIZE
  249. label.Font = TEXTFONT
  250. label.BorderSizePixel = BORDERSIZEPIXEL
  251. label.TextScaled = false
  252. label.Text = TEXT
  253. label.Name = NAME
  254. label.Parent = PARENT
  255. return label
  256. end
  257.  
  258. function NoOutlines(PART)
  259. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  260. end
  261.  
  262.  
  263. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  264. local NEWWELD = IT(TYPE)
  265. NEWWELD.Part0 = PART0
  266. NEWWELD.Part1 = PART1
  267. NEWWELD.C0 = C0
  268. NEWWELD.C1 = C1
  269. NEWWELD.Parent = PARENT
  270. return NEWWELD
  271. end
  272.  
  273. local S = IT("Sound")
  274.  
  275. function CreateSound(ID, PARENT, VOLUME, PITCH)
  276. local NEWSOUND = nil
  277. coroutine.resume(coroutine.create(function()
  278. NEWSOUND = S:Clone()
  279. NEWSOUND.Parent = PARENT
  280. NEWSOUND.Volume = VOLUME
  281. NEWSOUND.Pitch = PITCH
  282. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  283. Swait()
  284. NEWSOUND:play()
  285. game:GetService("Debris"):AddItem(NEWSOUND, 10)
  286. end))
  287. return NEWSOUND
  288. end
  289.  
  290. function CFrameFromTopBack(at, top, back)
  291. local right = top:Cross(back)
  292. return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  293. end
  294.  
  295. function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
  296. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  297. local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
  298. wave.CFrame = CFRAME
  299. coroutine.resume(coroutine.create(function(PART)
  300. for i = 1, WAIT do
  301. Swait()
  302. mesh.Scale = mesh.Scale + GROW
  303. mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
  304. if DOESROT == true then
  305. wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  306. end
  307. wave.Transparency = wave.Transparency + (0.5/WAIT)
  308. if wave.Transparency > 0.99 then
  309. wave:remove()
  310. end
  311. end
  312. end))
  313. end
  314.  
  315. function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
  316. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  317. local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0,0,0))
  318. wave.CFrame = CFRAME
  319. coroutine.resume(coroutine.create(function(PART)
  320. for i = 1, WAIT do
  321. Swait()
  322. mesh.Scale = mesh.Scale + GROW
  323. if DOESROT == true then
  324. wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  325. end
  326. wave.Transparency = wave.Transparency + (0.5/WAIT)
  327. if wave.Transparency > 0.99 then
  328. wave:remove()
  329. end
  330. end
  331. end))
  332. end
  333.  
  334. function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
  335. local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  336. local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0,0,0))
  337. wave.CFrame = CFRAME
  338. coroutine.resume(coroutine.create(function(PART)
  339. for i = 1, WAIT do
  340. Swait()
  341. mesh.Scale = mesh.Scale + GROW
  342. wave.Transparency = wave.Transparency + (1/WAIT)
  343. if wave.Transparency > 0.99 then
  344. wave:remove()
  345. end
  346. end
  347. end))
  348. end
  349.  
  350. function Slice(KIND,SIZE,WAIT,CFRAME,COLOR,GROW)
  351. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  352. local mesh = nil
  353. if KIND == "Base" then
  354. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
  355. elseif KIND == "Thin" then
  356. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  357. elseif KIND == "Round" then
  358. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  359. end
  360. wave.CFrame = CFRAME
  361. coroutine.resume(coroutine.create(function(PART)
  362. for i = 1, WAIT do
  363. Swait()
  364. mesh.Scale = mesh.Scale + GROW/10
  365. wave.Transparency = wave.Transparency + (0.5/WAIT)
  366. if wave.Transparency > 0.99 then
  367. wave:remove()
  368. end
  369. end
  370. end))
  371. end
  372.  
  373. function MakeForm(PART,TYPE)
  374. if TYPE == "Cyl" then
  375. local MSH = IT("CylinderMesh",PART)
  376. elseif TYPE == "Ball" then
  377. local MSH = IT("SpecialMesh",PART)
  378. MSH.MeshType = "Sphere"
  379. elseif TYPE == "Wedge" then
  380. local MSH = IT("SpecialMesh",PART)
  381. MSH.MeshType = "Wedge"
  382. end
  383. end
  384.  
  385.  
  386. function CheckTableForString(Table, String)
  387. for i, v in pairs(Table) do
  388. if string.find(string.lower(String), string.lower(v)) then
  389. return true
  390. end
  391. end
  392. return false
  393. end
  394.  
  395. function CheckIntangible(Hit)
  396. local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
  397. if Hit and Hit.Parent then
  398. if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
  399. return true
  400. end
  401. end
  402. return false
  403. end
  404.  
  405. Debris = game:GetService("Debris")
  406.  
  407. function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
  408. local Direction = CFrame.new(StartPos, Vec).lookVector
  409. local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
  410. local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
  411. if RayHit and CheckIntangible(RayHit) then
  412. if DelayIfHit then
  413. wait()
  414. end
  415. RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
  416. end
  417. return RayHit, RayPos, RayNormal
  418. end
  419.  
  420. function turnto(position)
  421. RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  422. end
  423.  
  424.  
  425.  
  426. game:GetService("RunService").Heartbeat:connect(function(s, p)
  427. tf = tf + s
  428. if tf >= frame then
  429. if allowframeloss then
  430. script.ArtificialHB:Fire()
  431. lastframe = tick()
  432. else
  433. for i = 1, math.floor(tf / frame) do
  434. script.ArtificialHB:Fire()
  435. end
  436. lastframe = tick()
  437. end
  438. if tossremainder then
  439. tf = 0
  440. else
  441. tf = tf - frame * math.floor(tf / frame)
  442. end
  443. end
  444. end)
  445. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  446. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  447. end
  448.  
  449. function PositiveAngle(NUMBER)
  450. if NUMBER >= 0 then
  451. NUMBER = 0
  452. end
  453. return NUMBER
  454. end
  455.  
  456. function NegativeAngle(NUMBER)
  457. if NUMBER <= 0 then
  458. NUMBER = 0
  459. end
  460. return NUMBER
  461. end
  462.  
  463. function Swait(NUMBER)
  464. if NUMBER == 0 or NUMBER == nil then
  465. ArtificialHB.Event:wait()
  466. else
  467. for i = 1, NUMBER do
  468. ArtificialHB.Event:wait()
  469. end
  470. end
  471. end
  472.  
  473. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  474. local NEWMESH = IT(MESH)
  475. if MESH == "SpecialMesh" then
  476. NEWMESH.MeshType = MESHTYPE
  477. if MESHID ~= "nil" and MESHID ~= "" then
  478. NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  479. end
  480. if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  481. NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  482. end
  483. end
  484. NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  485. NEWMESH.Scale = SCALE
  486. NEWMESH.Parent = PARENT
  487. return NEWMESH
  488. end
  489.  
  490. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
  491. local NEWPART = IT("Part")
  492. NEWPART.formFactor = FORMFACTOR
  493. NEWPART.Reflectance = REFLECTANCE
  494. NEWPART.Transparency = TRANSPARENCY
  495. NEWPART.CanCollide = false
  496. NEWPART.Locked = true
  497. NEWPART.Anchored = true
  498. if ANCHOR == false then
  499. NEWPART.Anchored = false
  500. end
  501. NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  502. NEWPART.Name = NAME
  503. NEWPART.Size = SIZE
  504. NEWPART.Position = Torso.Position
  505. NEWPART.Material = MATERIAL
  506. NEWPART:BreakJoints()
  507. NEWPART.Parent = PARENT
  508. return NEWPART
  509. end
  510.  
  511. local function weldBetween(a, b)
  512. local weldd = Instance.new("ManualWeld")
  513. weldd.Part0 = a
  514. weldd.Part1 = b
  515. weldd.C0 = CFrame.new()
  516. weldd.C1 = b.CFrame:inverse() * a.CFrame
  517. weldd.Parent = a
  518. return weldd
  519. end
  520.  
  521.  
  522. function QuaternionFromCFrame(cf)
  523. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  524. local trace = m00 + m11 + m22
  525. if trace > 0 then
  526. local s = math.sqrt(1 + trace)
  527. local recip = 0.5 / s
  528. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  529. else
  530. local i = 0
  531. if m11 > m00 then
  532. i = 1
  533. end
  534. if m22 > (i == 0 and m00 or m11) then
  535. i = 2
  536. end
  537. if i == 0 then
  538. local s = math.sqrt(m00 - m11 - m22 + 1)
  539. local recip = 0.5 / s
  540. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  541. elseif i == 1 then
  542. local s = math.sqrt(m11 - m22 - m00 + 1)
  543. local recip = 0.5 / s
  544. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  545. elseif i == 2 then
  546. local s = math.sqrt(m22 - m00 - m11 + 1)
  547. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  548. end
  549. end
  550. end
  551.  
  552. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  553. local xs, ys, zs = x + x, y + y, z + z
  554. local wx, wy, wz = w * xs, w * ys, w * zs
  555. local xx = x * xs
  556. local xy = x * ys
  557. local xz = x * zs
  558. local yy = y * ys
  559. local yz = y * zs
  560. local zz = z * zs
  561. return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  562. end
  563.  
  564. function QuaternionSlerp(a, b, t)
  565. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  566. local startInterp, finishInterp;
  567. if cosTheta >= 0.0001 then
  568. if (1 - cosTheta) > 0.0001 then
  569. local theta = ACOS(cosTheta)
  570. local invSinTheta = 1 / SIN(theta)
  571. startInterp = SIN((1 - t) * theta) * invSinTheta
  572. finishInterp = SIN(t * theta) * invSinTheta
  573. else
  574. startInterp = 1 - t
  575. finishInterp = t
  576. end
  577. else
  578. if (1 + cosTheta) > 0.0001 then
  579. local theta = ACOS(-cosTheta)
  580. local invSinTheta = 1 / SIN(theta)
  581. startInterp = SIN((t - 1) * theta) * invSinTheta
  582. finishInterp = SIN(t * theta) * invSinTheta
  583. else
  584. startInterp = t - 1
  585. finishInterp = t
  586. end
  587. end
  588. return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  589. end
  590.  
  591. function Clerp(a, b, t)
  592. local qa = {QuaternionFromCFrame(a)}
  593. local qb = {QuaternionFromCFrame(b)}
  594. local ax, ay, az = a.x, a.y, a.z
  595. local bx, by, bz = b.x, b.y, b.z
  596. local _t = 1 - t
  597. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  598. end
  599.  
  600. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  601. local frame = IT("Frame")
  602. frame.BackgroundTransparency = TRANSPARENCY
  603. frame.BorderSizePixel = BORDERSIZEPIXEL
  604. frame.Position = POSITION
  605. frame.Size = SIZE
  606. frame.BackgroundColor3 = COLOR
  607. frame.BorderColor3 = BORDERCOLOR
  608. frame.Name = NAME
  609. frame.Parent = PARENT
  610. return frame
  611. end
  612.  
  613. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  614. local label = IT("TextLabel")
  615. label.BackgroundTransparency = 1
  616. label.Size = UD2(1, 0, 1, 0)
  617. label.Position = UD2(0, 0, 0, 0)
  618. label.TextColor3 = TEXTCOLOR
  619. label.TextStrokeTransparency = STROKETRANSPARENCY
  620. label.TextTransparency = TRANSPARENCY
  621. label.FontSize = TEXTFONTSIZE
  622. label.Font = TEXTFONT
  623. label.BorderSizePixel = BORDERSIZEPIXEL
  624. label.TextScaled = false
  625. label.Text = TEXT
  626. label.Name = NAME
  627. label.Parent = PARENT
  628. return label
  629. end
  630.  
  631. function NoOutlines(PART)
  632. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  633. end
  634.  
  635. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  636. local NEWWELD = IT(TYPE)
  637. NEWWELD.Part0 = PART0
  638. NEWWELD.Part1 = PART1
  639. NEWWELD.C0 = C0
  640. NEWWELD.C1 = C1
  641. NEWWELD.Parent = PARENT
  642. return NEWWELD
  643. end
  644.  
  645. local S = IT("Sound")
  646. function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
  647. local NEWSOUND = nil
  648. coroutine.resume(coroutine.create(function()
  649. NEWSOUND = S:Clone()
  650. NEWSOUND.Parent = PARENT
  651. NEWSOUND.Volume = VOLUME
  652. NEWSOUND.Pitch = PITCH
  653. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  654. NEWSOUND:play()
  655. if DOESLOOP == true then
  656. NEWSOUND.Looped = true
  657. else
  658. repeat wait(1) until NEWSOUND.Playing == false
  659. NEWSOUND:remove()
  660. end
  661. end))
  662. return NEWSOUND
  663. end
  664.  
  665. function MakeForm(PART,TYPE)
  666. if TYPE == "Cyl" then
  667. local MSH = IT("CylinderMesh",PART)
  668. elseif TYPE == "Ball" then
  669. local MSH = IT("SpecialMesh",PART)
  670. MSH.MeshType = "Sphere"
  671. elseif TYPE == "Wedge" then
  672. local MSH = IT("SpecialMesh",PART)
  673. MSH.MeshType = "Wedge"
  674. end
  675. end
  676.  
  677. function CFrameFromTopBack(at, top, back)
  678. local right = top:Cross(back)
  679. return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  680. end
  681.  
  682. function PuddleOfBlood(Position,MaxDrop,Model,MaxSize)
  683. local HITFLOOR, HITPOS, NORMAL = Raycast(Position, (CF(Position, Position + VT(0, -1, 0))).lookVector, MaxDrop, Model)
  684. if HITFLOOR ~= nil then
  685. if HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
  686. if HITFLOOR.Name == "BloodPuddle" then
  687. local DIST = (Position - HITFLOOR.Position).Magnitude
  688. if (HITFLOOR.Size.Z <= 5 and HITFLOOR.Size.Z < MaxSize) or (HITFLOOR.Size.Z > 5 and HITFLOOR.Size.Z < MaxSize and DIST < HITFLOOR.Size.Z/3) then
  689. HITFLOOR.Size = HITFLOOR.Size + VT(0.1,0,0.1)
  690. end
  691. else
  692. if HITFLOOR.Anchored == true then
  693. local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(2,0,2))
  694. BLOOD.CFrame = CF(HITPOS,HITPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))
  695. MakeForm(BLOOD,"Cyl")
  696. coroutine.resume(coroutine.create(function()
  697. Swait(75)
  698. while true do
  699. Swait()
  700. BLOOD.Size = BLOOD.Size - VT(0.02,0,0.02)
  701. if BLOOD.Size.Z < 0.051 then
  702. BLOOD:remove()
  703. break
  704. end
  705. end
  706. end))
  707. end
  708. end
  709. end
  710. end
  711. end
  712.  
  713. function SprayBlood(POSITION,DIRECTION,BloodSize)
  714. local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(0.3,0.3,0.3),false)
  715. BLOOD.CFrame = CF(POSITION)
  716. MakeForm(BLOOD,"Ball")
  717. local bv = Instance.new("BodyVelocity",BLOOD)
  718. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  719. bv.velocity = CF(POSITION,DIRECTION+VT(MRANDOM(-3,3)/30,MRANDOM(-3,3)/30,MRANDOM(-3,3)/30)).lookVector*75
  720. bv.Name = "MOVE"
  721. Debris:AddItem(bv,0.05)
  722. coroutine.resume(coroutine.create(function()
  723. local HASTOUCHEDGROUND = false
  724. local HIT = BLOOD.Touched:Connect(function(hit)
  725. if hit.Anchored == true then
  726. HASTOUCHEDGROUND = true
  727. PuddleOfBlood(BLOOD.Position+VT(0,1,0),2,BLOOD,BloodSize)
  728. end
  729. end)
  730. wait(5)
  731. if HASTOUCHEDGROUND == false then
  732. BLOOD:remove()
  733. end
  734. end))
  735. end
  736.  
  737. Debris = game:GetService("Debris")
  738.  
  739. function CastProperRay(StartPos, EndPos, Distance, Ignore)
  740. local DIRECTION = CF(StartPos,EndPos).lookVector
  741. return Raycast(StartPos, DIRECTION, Distance, Ignore)
  742. end
  743.  
  744. function turnto(position)
  745. RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  746. end
  747.  
  748. function recurse(root,callback,i)
  749. i= i or 0
  750. for _,v in pairs(root:GetChildren()) do
  751. i = i + 1
  752. callback(i,v)
  753.  
  754. if #v:GetChildren() > 0 then
  755. i = recurse(v,callback,i)
  756. end
  757. end
  758.  
  759. return i
  760. end
  761.  
  762. function ragdollJoint(character, part0, part1, attachmentName, className, properties)
  763. attachmentName = attachmentName.."RigAttachment"
  764. local constraint = Instance.new(className.."Constraint")
  765. constraint.Attachment0 = part0:FindFirstChild(attachmentName)
  766. constraint.Attachment1 = part1:FindFirstChild(attachmentName)
  767. constraint.Name = "RagdollConstraint"..part1.Name
  768.  
  769. for _,propertyData in next,properties or {} do
  770. constraint[propertyData[1]] = propertyData[2]
  771. end
  772.  
  773. constraint.Parent = character
  774. end
  775.  
  776. function getAttachment0(character, attachmentName)
  777. for _,child in next,character:GetChildren() do
  778. local attachment = child:FindFirstChild(attachmentName)
  779. if attachment then
  780. return attachment
  781. end
  782. end
  783. end
  784.  
  785. function R15Ragdoll(character)
  786. recurse(character, function(_,v)
  787. if v:IsA("Attachment") then
  788. v.Axis = Vector3.new(0, 1, 0)
  789. v.SecondaryAxis = Vector3.new(0, 0, 1)
  790. v.Rotation = Vector3.new(0, 0, 0)
  791. end
  792. end)
  793. for _,child in next,character:GetChildren() do
  794. if child:IsA("Accoutrement") then
  795. for _,part in next,child:GetChildren() do
  796. if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
  797. local attachment1 = part:FindFirstChildOfClass("Attachment")
  798. local attachment0 = getAttachment0(character,attachment1.Name)
  799. if attachment0 and attachment1 then
  800. local constraint = Instance.new("HingeConstraint")
  801. constraint.Attachment0 = attachment0
  802. constraint.Attachment1 = attachment1
  803. constraint.LimitsEnabled = true
  804. constraint.UpperAngle = 0
  805. constraint.LowerAngle = 0
  806. constraint.Parent = character
  807. end
  808. elseif part.Name == "HumanoidRootPart" then
  809. part:remove()
  810. end
  811. end
  812. end
  813. end
  814.  
  815. ragdollJoint(character,character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
  816. {"LimitsEnabled",true};
  817. {"UpperAngle",5};
  818. })
  819. ragdollJoint(character,character.UpperTorso, character.Head, "Neck", "BallSocket", {
  820. {"LimitsEnabled",true};
  821. {"UpperAngle",15};
  822. })
  823.  
  824. local handProperties = {
  825. {"LimitsEnabled", true};
  826. {"UpperAngle",0};
  827. {"LowerAngle",0};
  828. }
  829. ragdollJoint(character,character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
  830. ragdollJoint(character,character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
  831.  
  832. local shinProperties = {
  833. {"LimitsEnabled", true};
  834. {"UpperAngle", 0};
  835. {"LowerAngle", -75};
  836. }
  837. ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
  838. ragdollJoint(character,character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
  839.  
  840. local footProperties = {
  841. {"LimitsEnabled", true};
  842. {"UpperAngle", 15};
  843. {"LowerAngle", -45};
  844. }
  845. ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
  846. ragdollJoint(character,character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
  847.  
  848. ragdollJoint(character,character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
  849. ragdollJoint(character,character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
  850. ragdollJoint(character,character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
  851. ragdollJoint(character,character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
  852. ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
  853. ragdollJoint(character,character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
  854. end
  855.  
  856. function Ragdoll(Character2,CharTorso)
  857. Character2:BreakJoints()
  858. local hum = Character2:findFirstChild("Humanoid")
  859. hum:remove()
  860. local function Scan(ch)
  861. local e
  862. for e = 1,#ch do
  863. Scan(ch[e]:GetChildren())
  864. if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
  865. ch[e]:remove()
  866. end
  867. end
  868. end
  869. local NEWHUM = IT("Humanoid")
  870. NEWHUM.Name = "Corpse"
  871. NEWHUM.Health = 0
  872. NEWHUM.MaxHealth = 0
  873. NEWHUM.PlatformStand = true
  874. NEWHUM.Parent = Character2
  875. NEWHUM.DisplayDistanceType = "None"
  876.  
  877. local ch = Character2:GetChildren()
  878. local i
  879. for i = 1,#ch do
  880. if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
  881. ch[i]:remove()
  882. end
  883. end
  884.  
  885. local Torso2 = Character2.Torso
  886. local movevector = Vector3.new()
  887.  
  888. if Torso2 then
  889. movevector = CFrame.new(CharTorso.Position,Torso2.Position).lookVector
  890. local Head = Character2:FindFirstChild("Head")
  891. if Head then
  892. local Neck = Instance.new("Weld")
  893. Neck.Name = "Neck"
  894. Neck.Part0 = Torso2
  895. Neck.Part1 = Head
  896. Neck.C0 = CFrame.new(0, 1.5, 0)
  897. Neck.C1 = CFrame.new()
  898. Neck.Parent = Torso2
  899.  
  900. end
  901. local Limb = Character2:FindFirstChild("Right Arm")
  902. if Limb then
  903.  
  904. Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
  905. local Joint = Instance.new("Glue")
  906. Joint.Name = "RightShoulder"
  907. Joint.Part0 = Torso2
  908. Joint.Part1 = Limb
  909. Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  910. Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  911. Joint.Parent = Torso2
  912.  
  913. local B = Instance.new("Part")
  914. B.TopSurface = 0
  915. B.BottomSurface = 0
  916. B.formFactor = "Symmetric"
  917. B.Size = Vector3.new(1, 1, 1)
  918. B.Transparency = 1
  919. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  920. B.Parent = Character2
  921. local W = Instance.new("Weld")
  922. W.Part0 = Limb
  923. W.Part1 = B
  924. W.C0 = CFrame.new(0, -0.5, 0)
  925. W.Parent = Limb
  926.  
  927. end
  928. local Limb = Character2:FindFirstChild("Left Arm")
  929. if Limb then
  930.  
  931. Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
  932. local Joint = Instance.new("Glue")
  933. Joint.Name = "LeftShoulder"
  934. Joint.Part0 = Torso2
  935. Joint.Part1 = Limb
  936. Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  937. Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  938. Joint.Parent = Torso2
  939.  
  940. local B = Instance.new("Part")
  941. B.TopSurface = 0
  942. B.BottomSurface = 0
  943. B.formFactor = "Symmetric"
  944. B.Size = Vector3.new(1, 1, 1)
  945. B.Transparency = 1
  946. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  947. B.Parent = Character2
  948. local W = Instance.new("Weld")
  949. W.Part0 = Limb
  950. W.Part1 = B
  951. W.C0 = CFrame.new(0, -0.5, 0)
  952. W.Parent = Limb
  953.  
  954. end
  955. local Limb = Character2:FindFirstChild("Right Leg")
  956. if Limb then
  957.  
  958. Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
  959. local Joint = Instance.new("Glue")
  960. Joint.Name = "RightHip"
  961. Joint.Part0 = Torso2
  962. Joint.Part1 = Limb
  963. Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  964. Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  965. Joint.Parent = Torso2
  966.  
  967. local B = Instance.new("Part")
  968. B.TopSurface = 0
  969. B.BottomSurface = 0
  970. B.formFactor = "Symmetric"
  971. B.Size = Vector3.new(1, 1, 1)
  972. B.Transparency = 1
  973. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  974. B.Parent = Character2
  975. local W = Instance.new("Weld")
  976. W.Part0 = Limb
  977. W.Part1 = B
  978. W.C0 = CFrame.new(0, -0.5, 0)
  979. W.Parent = Limb
  980.  
  981. end
  982. local Limb = Character2:FindFirstChild("Left Leg")
  983. if Limb then
  984.  
  985. Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
  986. local Joint = Instance.new("Glue")
  987. Joint.Name = "LeftHip"
  988. Joint.Part0 = Torso2
  989. Joint.Part1 = Limb
  990. Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  991. Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  992. Joint.Parent = Torso2
  993.  
  994. local B = Instance.new("Part")
  995. B.TopSurface = 0
  996. B.BottomSurface = 0
  997. B.formFactor = "Symmetric"
  998. B.Size = Vector3.new(1, 1, 1)
  999. B.Transparency = 1
  1000. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  1001. B.Parent = Character2
  1002. local W = Instance.new("Weld")
  1003. W.Part0 = Limb
  1004. W.Part1 = B
  1005. W.C0 = CFrame.new(0, -0.5, 0)
  1006. W.Parent = Limb
  1007.  
  1008. end
  1009. --[
  1010. local Bar = Instance.new("Part")
  1011. Bar.TopSurface = 0
  1012. Bar.BottomSurface = 0
  1013. Bar.formFactor = "Symmetric"
  1014. Bar.Size = Vector3.new(1, 1, 1)
  1015. Bar.Transparency = 1
  1016. Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
  1017. Bar.Parent = Character2
  1018. local Weld = Instance.new("Weld")
  1019. Weld.Part0 = Torso2
  1020. Weld.Part1 = Bar
  1021. Weld.C0 = CFrame.new(0, 0.5, 0)
  1022. Weld.Parent = Torso2
  1023. --]]
  1024. end
  1025. Character2.Parent = workspace
  1026. Debris:AddItem(Character2,5)
  1027.  
  1028. return Character2,Torso2
  1029. end
  1030.  
  1031. for i,v in pairs(chara:children()) do
  1032. if v:IsA("Hat") then
  1033. v:Destroy()
  1034. end
  1035. end
  1036. for i,v in pairs(chara:children()) do
  1037. if v:IsA("Accessory") then
  1038. v:Destroy()
  1039. end
  1040. end
  1041. for i,v in pairs(chara:children()) do
  1042. if v:IsA("Hair") then
  1043. v:Destroy()
  1044. end
  1045. end
  1046.  
  1047.  
  1048. local Tu = CreatePart(3, Character, "SmoothPlastic", 0, 0, "Really black", "Tu", VT(0, 0, 0),false)
  1049. local HandleMesh = CreateMesh("SpecialMesh", Tu, "FileMesh", "15393230", "15393220", VT(1,1,1), VT(0,0,0))
  1050. local Weld = CreateWeldOrSnapOrMotor("Weld", Tu, Head, Tu, CF(0, 0.6, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), CF(0, 0, 0))
  1051.  
  1052.  
  1053. function play()
  1054. ATTACK = true
  1055. Rooted = true
  1056. CreateSound("1847236530", Head, 10, 1)
  1057. for i=0, 1, 0.1 / Animation_Speed do
  1058. Swait()
  1059. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1060. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1061. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1062. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1063. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1064. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1065. end
  1066. for i=0, 1, 0.1 / Animation_Speed do
  1067. Swait()
  1068. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1069. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1070. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1071. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1072. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1073. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1074. end
  1075. for i=0, 1, 0.1 / Animation_Speed do
  1076. Swait()
  1077. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1078. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1079. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1080. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1081. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1082. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1083. end
  1084. for i=0, 1, 0.1 / Animation_Speed do
  1085. Swait()
  1086. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1087. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1088. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1089. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1090. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1091. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1092. end
  1093. for i=0, 1, 0.1 / Animation_Speed do
  1094. Swait()
  1095. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1096. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1097. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1098. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1099. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1100. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1101. end
  1102. for i=0, 1, 0.1 / Animation_Speed do
  1103. Swait()
  1104. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1105. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1106. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1107. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1108. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1109. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1110. end
  1111. for i=0, 1, 0.1 / Animation_Speed do
  1112. Swait()
  1113. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1114. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1115. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1116. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1117. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1118. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1119. end
  1120. for i=0, 1, 0.1 / Animation_Speed do
  1121. Swait()
  1122. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1123. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1124. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1125. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1126. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1127. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1128. end
  1129. for i=0, 1, 0.1 / Animation_Speed do
  1130. Swait()
  1131. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1132. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1133. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1134. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1135. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1136. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1137. end
  1138. for i=0, 1, 0.1 / Animation_Speed do
  1139. Swait()
  1140. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1141. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1142. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1143. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1144. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1145. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1146. end
  1147. for i=0, 1, 0.1 / Animation_Speed do
  1148. Swait()
  1149. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1150. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1151. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1152. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1153. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1154. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1155. end
  1156. for i=0, 1, 0.1 / Animation_Speed do
  1157. Swait()
  1158. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1159. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1160. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1161. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1162. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1163. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1164. end
  1165. for i=0, 1, 0.1 / Animation_Speed do
  1166. Swait()
  1167. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1168. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1169. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1170. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1171. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1172. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1173. end
  1174. for i=0, 1, 0.1 / Animation_Speed do
  1175. Swait()
  1176. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1177. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1178. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1179. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1180. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1181. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1182. end
  1183. for i=0, 1, 0.1 / Animation_Speed do
  1184. Swait()
  1185. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1186. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1187. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1188. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1189. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1190. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1191. end
  1192. for i=0, 1, 0.1 / Animation_Speed do
  1193. Swait()
  1194. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1195. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1196. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1197. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1198. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1199. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1200. end
  1201. for i=0, 1, 0.1 / Animation_Speed do
  1202. Swait()
  1203. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1204. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1205. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1206. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1207. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1208. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1209. end
  1210. for i=0, 1, 0.1 / Animation_Speed do
  1211. Swait()
  1212. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1213. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1214. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1215. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1216. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1217. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1218. end
  1219. for i=0, 1, 0.1 / Animation_Speed do
  1220. Swait()
  1221. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1222. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1223. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1224. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1225. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1226. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1227. end
  1228. for i=0, 1, 0.1 / Animation_Speed do
  1229. Swait()
  1230. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1231. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1232. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1233. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1234. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1235. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1236. end
  1237. for i=0, 1, 0.1 / Animation_Speed do
  1238. Swait()
  1239. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1240. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1241. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1242. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1243. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1244. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1245. end
  1246. for i=0, 1, 0.1 / Animation_Speed do
  1247. Swait()
  1248. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1249. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1250. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1251. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1252. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1253. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1254. end
  1255. for i=0, 1, 0.1 / Animation_Speed do
  1256. Swait()
  1257. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1258. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1259. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1260. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1261. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1262. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1263. end
  1264. for i=0, 1, 0.1 / Animation_Speed do
  1265. Swait()
  1266. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1267. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1268. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1269. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1270. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1271. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1272. end
  1273. for i=0, 1, 0.1 / Animation_Speed do
  1274. Swait()
  1275. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1276. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1277. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1278. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1279. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1280. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1281. end
  1282. for i=0, 1, 0.1 / Animation_Speed do
  1283. Swait()
  1284. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1285. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1286. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1287. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1288. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1289. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1290. end
  1291. for i=0, 1, 0.1 / Animation_Speed do
  1292. Swait()
  1293. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1294. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1295. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1296. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1297. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1298. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1299. end
  1300. for i=0, 1, 0.1 / Animation_Speed do
  1301. Swait()
  1302. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1303. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1304. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1305. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1306. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1307. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1308. end
  1309. for i=0, 1, 0.1 / Animation_Speed do
  1310. Swait()
  1311. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1312. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1313. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1314. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1315. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1316. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1317. end
  1318. for i=0, 1, 0.1 / Animation_Speed do
  1319. Swait()
  1320. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1321. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1322. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1323. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1324. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1325. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1326. end
  1327. for i=0, 1, 0.1 / Animation_Speed do
  1328. Swait()
  1329. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1330. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1331. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1332. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1333. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1334. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1335. end
  1336. for i=0, 1, 0.1 / Animation_Speed do
  1337. Swait()
  1338. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1339. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1340. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1341. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1342. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1343. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1344. end
  1345. for i=0, 1, 0.1 / Animation_Speed do
  1346. Swait()
  1347. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1348. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1349. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1350. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1351. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1352. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1353. end
  1354. for i=0, 1, 0.1 / Animation_Speed do
  1355. Swait()
  1356. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1357. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1358. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1359. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1360. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1361. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1362. end
  1363. for i=0, 1, 0.1 / Animation_Speed do
  1364. Swait()
  1365. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1366. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1367. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1368. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1369. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1370. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1371. end
  1372. for i=0, 1, 0.1 / Animation_Speed do
  1373. Swait()
  1374. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1375. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1376. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1377. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1378. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1379. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1380. end
  1381. for i=0, 1, 0.1 / Animation_Speed do
  1382. Swait()
  1383. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1384. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1385. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1386. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1387. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1388. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1389. end
  1390. for i=0, 1, 0.1 / Animation_Speed do
  1391. Swait()
  1392. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1393. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1394. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1395. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1396. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1397. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1398. end
  1399. for i=0, 1, 0.1 / Animation_Speed do
  1400. Swait()
  1401. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1402. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1403. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1404. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1405. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1406. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1407. end
  1408. for i=0, 1, 0.1 / Animation_Speed do
  1409. Swait()
  1410. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1411. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1412. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1413. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1414. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1415. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1416. end
  1417. for i=0, 1, 0.1 / Animation_Speed do
  1418. Swait()
  1419. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1420. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1421. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1422. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1423. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1424. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1425. end
  1426. for i=0, 1, 0.1 / Animation_Speed do
  1427. Swait()
  1428. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1429. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1430. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1431. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1432. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1433. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1434. end
  1435. for i=0, 1, 0.1 / Animation_Speed do
  1436. Swait()
  1437. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1438. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1439. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1440. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1441. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1442. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1443. end
  1444. for i=0, 1, 0.1 / Animation_Speed do
  1445. Swait()
  1446. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1447. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1448. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1449. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1450. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1451. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1452. end
  1453. for i=0, 1, 0.1 / Animation_Speed do
  1454. Swait()
  1455. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1456. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1457. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1458. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1459. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1460. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1461. end
  1462. for i=0, 1, 0.1 / Animation_Speed do
  1463. Swait()
  1464. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1465. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1466. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1467. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1468. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1469. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1470. end
  1471. for i=0, 1, 0.1 / Animation_Speed do
  1472. Swait()
  1473. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1474. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 5, -1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1475. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1476. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 5, -1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1477. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1478. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1479. end
  1480. for i=0, 1, 0.1 / Animation_Speed do
  1481. Swait()
  1482. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1483. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, -5, 1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1484. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, -5, 1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1485. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, -5, 1) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1486. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1487. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1488. end
  1489. wait(1)
  1490. ATTACK = false
  1491. Rooted = false
  1492. end
  1493.  
  1494.  
  1495.  
  1496. function MouseUp(Mouse)
  1497. HOLD = false
  1498. end
  1499.  
  1500. function KeyDown(Key)
  1501. KEYHOLD = true
  1502. if Key == "e" and ATTACK == false then
  1503. play()
  1504.  
  1505. end
  1506. end
  1507.  
  1508. function KeyUp(Key)
  1509. KEYHOLD = false
  1510. end
  1511.  
  1512. Mouse.Button1Down:connect(function(NEWKEY)
  1513. MouseDown(NEWKEY)
  1514. end)
  1515. Mouse.Button1Up:connect(function(NEWKEY)
  1516. MouseUp(NEWKEY)
  1517. end)
  1518. Mouse.KeyDown:connect(function(NEWKEY)
  1519. KeyDown(NEWKEY)
  1520. end)
  1521. Mouse.KeyUp:connect(function(NEWKEY)
  1522. KeyUp(NEWKEY)
  1523. end)
  1524.  
  1525.  
  1526. Humanoid.Changed:connect(function(Jump)
  1527. if Jump == "Jump" and (Disable_Jump == true) then
  1528. Humanoid.Jump = false
  1529. end
  1530. end)
  1531.  
  1532. while true do
  1533. Swait()
  1534. script.Parent = WEAPONGUI
  1535. ANIMATE.Parent = nil
  1536. for _,v in next, Humanoid:GetPlayingAnimationTracks() do
  1537. v:Stop();
  1538. end
  1539. SINE = SINE + CHANGE
  1540. local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  1541. local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  1542. local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
  1543. local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  1544. if ANIM == "Walk" and TORSOVELOCITY > 1 then
  1545. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  1546. Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  1547. RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  1548. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  1549. elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
  1550. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1551. 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)
  1552. RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1553. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1554. end
  1555. if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  1556. ANIM = "Jump"
  1557. if PLAYANIMS == true then
  1558. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1559. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1560. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  1561. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  1562. 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)
  1563. 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)
  1564. end
  1565. elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  1566. ANIM = "Fall"
  1567. if PLAYANIMS == true then
  1568. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1569. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1570. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  1571. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  1572. 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)
  1573. 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)
  1574. end
  1575. elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  1576. ANIM = "Idle"
  1577. if PLAYANIMS == true then
  1578. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1579. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1580. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1581. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1582. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1583. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1584. end
  1585. elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  1586. ANIM = "Walk"
  1587. if PLAYANIMS == true then
  1588. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1589. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1590. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1591. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(210), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1592. RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
  1593. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
  1594.  
  1595. end
  1596. end
  1597. end
  1598. if Rooted == false then
  1599. Disable_Jump = false
  1600. Humanoid.WalkSpeed = Speed
  1601. elseif Rooted == true then
  1602. Disable_Jump = true
  1603. Humanoid.WalkSpeed = 0
  1604. end
  1605.  
  1606. Humanoid.Health = Humanoid.Health + 1
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