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- local LOOP_NUM = 3
- local ME = game:GetService("Players").LocalPlayer
- local RS = game:GetService("RunService").RenderStepped
- local Tools, OrigPos, TempPos = {}, ME.Character.HumanoidRootPart.Position, Vector3.new(math.random(-2e5, 2e5), 2e5, math.random(-2e5, 2e5))
- for i = 1, tonumber(LOOP_NUM) or 1 do
- ME.Character:MoveTo(TempPos)
- ME.Character:WaitForChild("Humanoid"):UnequipTools()
- for _, v in ipairs(ME.Backpack:GetChildren(wait(.1))) do
- if v.IsA(v, "Tool") and v.FindFirstChild(v, "Handle") then
- v.Parent = ME.Character
- spawn(function()
- v.Handle.Anchored, v.Parent = wait() and true, wait() and workspace
- table.insert(Tools, v)
- end)
- end
- end
- ME.Character.Humanoid:ChangeState(0XF, wait(.1))
- for _, v in ipairs(ME.Character:GetChildren()) do
- v = (v.IsA(v, "BasePart") or v.IsA(v, "ForceField")) and v.Destroy(v)
- end
- ME.CharacterAdded:Wait():WaitForChild("HumanoidRootPart").Parent:MoveTo(i == LOOP_NUM and OrigPos or TempPos, wait(.1))
- TempPos = TempPos + Vector3.new(15, 0, 0)
- end
- local HRP = ME.Character:WaitForChild("HumanoidRootPart")
- if firetouchinterest then
- for _, v in pairs(Tools) do
- spawn(function()
- v.Handle.Anchored = false
- while v.Parent ~= ME.Character do
- firetouchinterest(v.Handle, HRP, 1, RS.Wait(RS) and firetouchinterest(v.Handle, HRP, 0))
- end
- v.Handle.Anchored = false
- end)
- end
- else
- HRP.Anchored = true
- wait(.1)
- for _, v in ipairs(Tools) do
- spawn(function()
- v.Handle.Anchored = false
- while v.Parent ~= ME.Character do
- v.Handle.CFrame = HRP.CFrame
- RS.Wait(RS)
- end
- v.Handle.Anchored = false
- end)
- end
- wait(1)
- HRP.Anchored = false
- end
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