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- -- Synapse Decompiler
- -- Purchase Here: https://brack4712.xyz/synapse/purchase/
- -- synapse is amazing.
- ---made by MichaelJackson AKA pickachu500
- local PERKY = "Quick Hands"
- local ABIL = "Quickscoper"
- local Player = game.Players.LocalPlayer
- Player.Backpack:FindFirstChild("Client").Disabled = true
- local IS = game:GetService("UserInputService")
- local Camera = workspace.CurrentCamera
- local KT = Instance.new("Tool", Player.Backpack)
- KT.Name = "Knife"
- KT.RequiresHandle = false
- KT.CanBeDropped = false
- local GT = Instance.new("Tool", Player.Backpack)
- GT.Name = "Gun"
- GT.RequiresHandle = false
- GT.CanBeDropped = false
- local Spec = 0
- local WeaponType
- local Spectatable = {}
- local SpectatingPlayer
- local FPS = false
- local PlayerIgnore = workspace:WaitForChild("Ignore"):WaitForChild("Players")
- local runService = game:GetService("RunService")
- local RS = game:GetService("RunService").RenderStepped
- local Char = Player.Character
- local Rig = Instance.new("Model", Char)
- local Humanoid = Char:WaitForChild("Humanoid")
- local Primed = false
- if 0 >= Humanoid.Health then
- return
- end
- local Mouse = Player:GetMouse()
- Mouse.TargetFilter = workspace.CurrentCamera
- local Disabled = false
- if Camera:findFirstChild("FpsModel") then
- Camera:findFirstChild("FpsModel"):Destroy()
- end
- local LA, RA, Head, T = Char:WaitForChild("Left Arm"), Char:WaitForChild("Right Arm"), Char:WaitForChild("Head"), Char:WaitForChild("Torso")
- local FpsModel = Instance.new("Model", Camera)
- FpsModel.Name = "FpsModel"
- local FpsWeapon = Instance.new("Part")
- FpsWeapon.Parent = FpsModel
- FpsWeapon.CanCollide = false
- FpsWeapon.Transparency = 1
- FpsWeapon.Size = Vector3.new(1, 1, 1)
- FpsWeapon.Name = "WeaponFPS"
- local FpsLArm = Char:WaitForChild("Left Arm"):clone()
- FpsLArm.Parent = FpsModel
- FpsLArm.CanCollide = false
- FpsLArm.Transparency = 1
- local m = Instance.new("BlockMesh", FpsLArm)
- m.Scale = Vector3.new(1, 1, 1)
- local FpsRArm = Char:WaitForChild("Right Arm"):clone()
- FpsRArm.Parent = FpsModel
- FpsRArm.CanCollide = false
- FpsRArm.Transparency = 1
- local m = Instance.new("BlockMesh", FpsRArm)
- m.Scale = Vector3.new(1, 1.1, 1)
- spawn(function()
- wait(0.5)
- if Char:FindFirstChild("Body Colors") then
- FpsLArm.BrickColor = Char:FindFirstChild("Body Colors").LeftArmColor
- FpsRArm.BrickColor = Char:FindFirstChild("Body Colors").RightArmColor
- end
- end)
- local Modules = game.ReplicatedStorage:WaitForChild("Modules")
- local M = require(Modules:WaitForChild("AnimationCore"))
- local WC = require(Modules:WaitForChild("WeaponCore"))
- local AniDB = false
- local Selected = false
- function AniEquipKnife()
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(25)), 0.1, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(-180), math.rad(0), math.rad(0)), 0.25, true)
- wait(0.1)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-75), math.rad(-25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-55), math.rad(25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.25, true)
- end
- function AniChargeKnife()
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-180), math.rad(0), math.rad(0)), .1, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-90), math.rad(25), math.rad(0)), .1, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .1, true)
- end
- function AniChargeKnife2()
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-180), math.rad(0), math.rad(0)), .1, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-90), math.rad(25), math.rad(0)), .1, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), .1, true)
- end
- function AniThrowKnife()
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-10), math.rad(-25), math.rad(0)), 0.1, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-35), math.rad(25), math.rad(0)), 0.1, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.1, true)
- wait(0.1)
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(25), math.rad(-25), math.rad(0)), 0.2, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-35), math.rad(25), math.rad(0)), 0.2, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.2, true)
- end
- function AniSlashKnife1()
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-125), math.rad(-30), math.rad(0)), 0.15, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-65), math.rad(30), math.rad(0)), 0.15, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.15, true)
- wait(0.15)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 1, -0.25) * CFrame.Angles(math.rad(-15), math.rad(-35), math.rad(0)), 0.05, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-35), math.rad(35), math.rad(0)), 0.05, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.05, true)
- wait(0.05)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-75), math.rad(-25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-55), math.rad(25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.25, true)
- end
- function AniSlashKnife2()
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-175), math.rad(-10), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-65), math.rad(10), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(110), math.rad(180), math.rad(0)), 0.25, true)
- wait(0.25)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 1, -0.25) * CFrame.Angles(math.rad(-35), math.rad(-35), math.rad(0)), 0.05, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 1, -0.25) * CFrame.Angles(math.rad(-35), math.rad(15), math.rad(0)), 0.05, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(110), math.rad(180), math.rad(0)), 0.05, true)
- wait(0.05)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 1, -0.25) * CFrame.Angles(math.rad(-55), math.rad(-35), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-55), math.rad(25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(110), math.rad(180), math.rad(0)), 0.25, true)
- wait(0.25)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-75), math.rad(-25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.25, true)
- end
- function AniSlashKnife3()
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.7) * CFrame.Angles(math.rad(45), math.rad(-30), math.rad(0)), 0.2, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-35), math.rad(10), math.rad(0)), 0.2, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.2, true)
- wait(0.2)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 1, -0.25) * CFrame.Angles(math.rad(-60), math.rad(-35), math.rad(0)), 0.05, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-45), math.rad(35), math.rad(0)), 0.05, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1.5, 1) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(0)), 0.05, true)
- wait(0.05)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 1, -0.25) * CFrame.Angles(math.rad(-65), math.rad(-35), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-55), math.rad(25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1.5, 1) * CFrame.Angles(math.rad(130), math.rad(0), math.rad(0)), 0.25, true)
- wait(0.25)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-75), math.rad(-25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.25, true)
- end
- function AniSlashKnife4()
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-125), math.rad(0), math.rad(0)), 0.15, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0)), 0.15, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.15, true)
- wait(0.15)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 1, -0.25) * CFrame.Angles(math.rad(-15), math.rad(-45), math.rad(0)), 0.05, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-35), math.rad(45), math.rad(0)), 0.05, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.05, true)
- wait(0.05)
- if WeaponType == "Gun" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-75), math.rad(-25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(-55), math.rad(25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0, -1, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)), 0.25, true)
- end
- function AniEquipGun()
- if WeaponType == "Knife" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(25)), 0.1, true)
- wait(0.1)
- if WeaponType == "Knife" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(-90), math.rad(-25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.9, 1, -0.25) * CFrame.Angles(math.rad(-90), math.rad(75), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0.5, -1.75, -0.35) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-25)), 0.25, true)
- end
- function AniShootGun()
- if WeaponType == "Knife" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(-120), math.rad(-25), math.rad(-8)), 0.06, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.9, 1, -0.25) * CFrame.Angles(math.rad(-110), math.rad(78), math.rad(5)), 0.06, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0.5, -1.75, -0.35) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-25)), 0.06, true)
- wait(0.06)
- if WeaponType == "Knife" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(-90), math.rad(-25), math.rad(0)), 0.15, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.9, 1, -0.25) * CFrame.Angles(math.rad(-90), math.rad(75), math.rad(0)), 0.15, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0.5, -1.75, -0.35) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-25)), 0.15, true)
- wait(0.15)
- if WeaponType == "Knife" or not Selected then
- return
- end
- end
- function AniReloadGun()
- if WeaponType == "Knife" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.5, 0.5, -0.25) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-25)), 0.55, true)
- wait(0.55)
- if WeaponType == "Knife" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(-90), math.rad(-25), math.rad(-15)), 0.4, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.7, 1.5, -0.5) * CFrame.Angles(math.rad(-100), math.rad(55), math.rad(-25)), 0.4, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0.5, -1.75, -0.35) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-25)), 0.4, true)
- wait(0.4)
- if WeaponType == "Knife" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(-95), math.rad(-30), math.rad(20)), 0.35, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.7, 1.5, -0.5) * CFrame.Angles(math.rad(-100), math.rad(60), math.rad(-25)), 0.35, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0.5, -1.75, -0.35) * CFrame.Angles(math.rad(180), math.rad(25), math.rad(-25)), 0.35, true)
- wait(0.35)
- if WeaponType == "Knife" or not Selected then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(-90), math.rad(-25), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.9, 1, -0.25) * CFrame.Angles(math.rad(-80), math.rad(75), math.rad(0)), 0.25, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0.5, -1.75, -0.35) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-25)), 0.25, true)
- wait(0.25)
- if WeaponType == "Knife" then
- return
- end
- M.Animate(Char:findFirstChild("MotorRight Arm", true), CFrame.new(-0.45, 0.5, -0.25) * CFrame.Angles(math.rad(-90), math.rad(-25), math.rad(0)), 0.5, true)
- M.Animate(Char:findFirstChild("MotorLeft Arm", true), CFrame.new(0.9, 1, -0.25) * CFrame.Angles(math.rad(-90), math.rad(75), math.rad(0)), 0.5, true)
- M.Animate(Char:findFirstChild("MotorWeapon", true), CFrame.new(0.5, -1.75, -0.35) * CFrame.Angles(math.rad(180), math.rad(0), math.rad(-25)), 0.5, true)
- end
- local FpsPart = Instance.new("Part")
- FpsPart.Transparency = 1
- FpsPart.Anchored = true
- FpsPart.Parent = FpsModel
- FpsPart.CanCollide = false
- FpsPart.FormFactor = "Custom"
- FpsPart.Size = Vector3.new(0.2, 0.2, 0.2)
- local FpsWeaponWeld = Instance.new("Motor")
- FpsWeaponWeld.Parent = FpsPart
- FpsWeaponWeld.Part1 = FpsWeapon
- FpsWeaponWeld.Part0 = FpsRArm
- FpsWeaponWeld.C1 = CFrame.new(0, 2, 1)
- FpsWeaponWeld.C0 = CFrame.new()
- local FpsLArmWeld = Instance.new("Motor")
- FpsLArmWeld.Parent = FpsLArm
- FpsLArmWeld.Part1 = FpsLArm
- FpsLArmWeld.Part0 = FpsPart
- FpsLArmWeld.C1 = CFrame.new(0.5, 0, 0)
- FpsLArmWeld.C0 = CFrame.new(-1, 0.75, 0)
- local FpsRArmWeld = Instance.new("Motor")
- FpsRArmWeld.Parent = FpsRArm
- FpsRArmWeld.Part1 = FpsRArm
- FpsRArmWeld.Part0 = FpsPart
- FpsRArmWeld.C1 = CFrame.new(-0.5, 0, 0)
- FpsRArmWeld.C0 = CFrame.new(1, 0.75, 0)
- local energy = 100
- local maxEnergy = 100
- local move_anim_speed = 5
- local last_p = Vector3.new()
- local move_amm = 0
- local walking = false
- local running = false
- local walkingStop = true
- local aniRun = false
- local aniLegs = false
- local idle = true
- local WalkSpeed = Humanoid.WalkSpeed
- Humanoid.WalkSpeed = WalkSpeed
- local DB = false
- local Charging = false
- local Speed = 0.35
- local shake_freq = 5
- local CanMelee = true
- local CanReload = true
- local Shooting = false
- local Aimed = false
- local Zoomed = false
- local RunSpeed = 20
- Camera.CameraType = "Custom"
- Camera.CameraSubject = Humanoid
- coroutine.resume(coroutine.create(function()
- while FpsModel ~= nil do
- local delta = wait()
- local cur_p = T.Position
- if (cur_p - last_p).magnitude >= 0.1 then
- move_amm = math.min(1, move_amm + delta * move_anim_speed)
- walking = true
- if running then
- if energy <= 0 then
- aniRun = false
- running = false
- shake_freq = 5
- Humanoid.WalkSpeed = WalkSpeed
- end
- elseif energy < maxEnergy then
- energy = energy + 0.2
- end
- else
- move_amm = math.max(0, move_amm - delta * move_anim_speed)
- walking = false
- if energy < maxEnergy then
- energy = energy + 0.2
- end
- end
- last_p = cur_p
- end
- end))
- local RightArmWeld, LeftArmWeld, WeaponWeld
- local Cloaked = false
- local UserInputService = game:GetService("UserInputService")
- local Mobile = UserInputService.TouchEnabled
- if UserInputService.KeyboardEnabled then
- Mobile = false
- end
- runService.RenderStepped:connect(function()
- local last_time = tick()
- local delta = tick() - last_time
- last_time = tick()
- local breathe_amp = 1.5
- local breathe_freq = 1
- local breathe = math.sin(math.rad(tick() * 90 * breathe_freq)) * breathe_amp
- local shake_amp = {0.075, 0.075}
- local arm_shake = CFrame.new(math.cos(math.rad(tick() * 90 * shake_freq)) * move_amm * shake_amp[1], math.abs(math.cos(math.rad(tick() * 90 * shake_freq)) * move_amm * shake_amp[2]), 0)
- if (Head.Position - Camera.CoordinateFrame.p).magnitude < 2.5 and Selected then
- if Cloaked then
- FpsLArm.Transparency = 0.5
- FpsRArm.Transparency = 0.5
- FpsWeapon.Transparency = 0.5
- else
- FpsLArm.Transparency = 0
- FpsRArm.Transparency = 0
- FpsWeapon.Transparency = 0
- end
- FPS = true
- else
- FpsLArm.Transparency = 1
- FpsRArm.Transparency = 1
- FpsWeapon.Transparency = 1
- FPS = false
- end
- if FpsModel ~= nil and Char ~= nil and 0 < Humanoid.Health then
- if WeaponType == "Gun" then
- FpsPart.CFrame = Camera.CoordinateFrame * CFrame.new(0.7, -2, -0.4) * CFrame.Angles(math.rad(0 + breathe / 2), math.rad(0), math.rad(0)) * arm_shake
- elseif WeaponType == "Knife" then
- FpsPart.CFrame = Camera.CoordinateFrame * CFrame.new(0, -1.6, -0.4) * CFrame.Angles(math.rad(0 + breathe / 2), math.rad(0), math.rad(0)) * arm_shake
- end
- if RightArmWeld ~= nil and LeftArmWeld ~= nil and WeaponWeld ~= nil then
- if WeaponType == "Gun" then
- FpsLArmWeld.C1 = LeftArmWeld.C1 * CFrame.new(0.15, 0.09, -0.43) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(-5))
- FpsRArmWeld.C1 = RightArmWeld.C1
- FpsWeaponWeld.C1 = WeaponWeld.C1 * CFrame.new(0.1, -0.2, 0.25)
- elseif WeaponType == "Knife" then
- FpsLArmWeld.C1 = LeftArmWeld.C1 * CFrame.new(0.15, 0.09, -0.43)
- FpsRArmWeld.C1 = RightArmWeld.C1 * CFrame.Angles(math.rad(0), math.rad(25), math.rad(0))
- FpsWeaponWeld.C1 = WeaponWeld.C1 * CFrame.new(0, 0.15, 0.25)
- end
- end
- end
- end)
- local debouncetime = 1
- local lastjump = time()
- local WeaponMesh
- local used = false
- local Perk = PERKY
- Humanoid.Changed:connect(function(prop)
- if Perk == "Kevlar" and (Humanoid.Health == 98 or Humanoid.Health == 1398) and not used then
- Player.PlayerGui.Sounds.KevlarHurt:Play()
- used = true
- end
- end)
- local GunSkin = "http://www.roblox.com/asset/?id=79401500"
- local KnifeSkin = "http://www.roblox.com/asset/?id=130252453"
- local Charged = false
- local MouseDown = false
- local DB2 = false
- local Ability = ABIL
- local Gamemode
- local CanCloak = true
- local Knife = false
- local Gun = false
- local ThrowGui = Player.PlayerGui.GUI.ThrowKnife
- local CloakGui = Player.PlayerGui.GUI.CloakGui
- local Crosshair = Player.PlayerGui.GUI.MobileCrosshair
- local Gui = Player.PlayerGui.GUI
- game.Players.LocalPlayer.Backpack.ChildAdded:connect(function(c)
- if c.Name == "Gun" and not Gun then
- spawn(function()
- Gamemode = game.ReplicatedStorage.RemoteFunction:InvokeServer("Gamemode")
- Perk = game.ReplicatedStorage.RemoteFunction:InvokeServer("Perk")
- end)
- local Skin = game.ReplicatedStorage.RemoteFunction:InvokeServer("Skin", "Gun")
- if Skin ~= nil then
- GunSkin = Skin
- end
- if game.Players.LocalPlayer.Backpack:findFirstChild("Gun") ~= nil then
- Gun = true
- if Mobile then
- else
- GT.Activated:connect(function()
- if Gamemode == "One In The Chamber" and Char.Bullet.Value == false then
- return
- end
- if not DB then
- DB = false
- WC.ShootGun(Char, Char, Mouse.Hit.p, FPS, FpsWeapon)
- AniShootGun()
- wait(0.21)
- AniReloadGun()
- if not Selected then
- wait()
- end
- wait(0.1)
- DB = false
- end
- end)
- end
- GT.Equipped:connect(function()
- Selected = true
- WeaponType = "Gun"
- Mouse.Icon = "http://www.roblox.com/asset/?id=117431027"
- WC.EquipGun(Char, Char, GunSkin)
- RightArmWeld = Char:WaitForChild("MotorRight Arm")
- LeftArmWeld = Char:WaitForChild("MotorLeft Arm")
- WeaponWeld = Char:WaitForChild("MotorWeapon")
- WeaponMesh = Char:WaitForChild("Weapon"):findFirstChild("Mesh"):clone()
- WeaponMesh.Parent = FpsWeapon
- AniEquipGun()
- end)
- GT.Unequipped:connect(function()
- Selected = false
- Mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
- if WeaponMesh ~= nil then
- WeaponMesh:Destroy()
- end
- WeaponType = nil
- WC.Unequip(Char, Char)
- end)
- end
- elseif c.Name == "Knife" and not Knife then
- spawn(function()
- Ability = ABIL
- Perk = PERKY
- if Ability == nil then
- Ability = ABIL
- end
- Gamemode = game.ReplicatedStorage.RemoteFunction:InvokeServer("Gamemode")
- end)
- local Skin = game.ReplicatedStorage.RemoteFunction:InvokeServer("Skin", "Knife")
- if Skin ~= nil then
- KnifeSkin = Skin
- end
- if game.Players.LocalPlayer.Backpack:findFirstChild("Knife") ~= nil then
- Knife = true
- KT.Activated:connect(function()
- MouseDown = true
- spawn(function()
- if Cloaked then
- WC.UnCloak(Char, Char)
- Cloaked = false
- end
- end)
- if Gamemode == "Infected" or Gamemode == "One In The Chamber" then
- return
- end
- if not DB2 and not DB then
- DB2 = true
- spawn(function()
- wait(0.35)
- if MouseDown and not DB then
- DB2 = true
- if Perk ~= "Quick Hands" then
- AniChargeKnife()
- wait(.1)
- else
- AniChargeKnife2()
- wait(.1)
- end
- if MouseDown and not DB then
- Charged = true
- end
- wait(0.5)
- DB2 = false
- else
- DB2 = false
- end
- end)
- end
- end)
- KT.Deactivated:connect(function()
- MouseDown = false
- if Charged then
- DB = true
- DB2 = true
- Charged = false
- spawn(function()
- WC.ThrowKnife(Char, Char, Mouse.Hit.p, Ability)
- end)
- AniThrowKnife()
- wait(0.3)
- AniEquipKnife()
- DB = false
- DB2 = false
- elseif not DB then
- DB = true
- do
- local Ran = math.random(1, 3)
- spawn(function()
- WC.StabKnife(Char, Char, Ran, Ability)
- end)
- if Ran == 1 then
- AniSlashKnife1()
- elseif Ran == 2 then
- AniSlashKnife2()
- elseif Ran == 3 then
- AniSlashKnife3()
- elseif Ran == 4 then
- AniSlashKnife4()
- end
- wait(0.25)
- DB = false
- end
- end
- end)
- KT.Equipped:connect(function()
- Selected = true
- WeaponType = "Knife"
- Mouse.Icon = "http://www.roblox.com/asset/?id=117431027"
- WC.EquipKnife(Char, Char, KnifeSkin)
- RightArmWeld = Char:WaitForChild("MotorRight Arm")
- LeftArmWeld = Char:WaitForChild("MotorLeft Arm")
- WeaponWeld = Char:WaitForChild("MotorWeapon")
- WeaponMesh = Char:WaitForChild("Weapon"):findFirstChild("Mesh"):clone()
- WeaponMesh.Parent = FpsWeapon
- AniEquipKnife()
- if Char then
- if workspace.GameInProgress.Mode.Value ~= "Infected" then
- Char.Humanoid.WalkSpeed = 20
- if workspace.GameInProgress.Mode.Value == "Cold Killer" then
- Char.Humanoid.WalkSpeed = 20
- elseif Perk == "Speedy Gonzales" then
- Char.Humanoid.WalkSpeed = 25
- else
- Char.Humanoid.WalkSpeed = 20
- end
- else
- Char.Humanoid.WalkSpeed = 13
- end
- end
- end)
- KT.Unequipped:connect(function()
- if Mobile then
- ThrowGui.Visible = false
- if Perk == "Shadow Cloak" then
- CloakGui.Visible = false
- end
- end
- Charged = false
- MouseDown = false
- Selected = false
- Mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
- if WeaponMesh ~= nil then
- WeaponMesh:Destroy()
- end
- WeaponType = nil
- WC.Unequip(Char, Char)
- if workspace.GameInProgress.Mode.Value ~= "Infected" then
- Char.Humanoid.WalkSpeed = 16
- else
- Char.Humanoid.WalkSpeed = 13
- end
- if Cloaked then
- WC.UnCloak(Char, Char)
- Cloaked = false
- end
- end)
- end
- end
- end)
- local DB3 = false
- IS.InputBegan:connect(function(input, chatting)
- if input.UserInputType == Enum.UserInputType.Gamepad1 and input.UserInputState == Enum.UserInputState.Begin and not chatting and Selected and input.KeyCode == Enum.KeyCode.ButtonX and WeaponType == "Knife" and CanCloak and Perk == "Shadow Cloak" then
- if Gamemode == "Infected" or Gamemode == "One In The Chamber" then
- return
- end
- CanCloak = false
- WC.Cloak(Char, Char)
- Cloaked = true
- wait(10)
- if Cloaked then
- WC.UnCloak(Char, Char)
- Cloaked = false
- end
- wait(15)
- CanCloak = true
- end
- if input.UserInputType == Enum.UserInputType.Keyboard and input.UserInputState == Enum.UserInputState.Begin and not chatting and Selected then
- if input.KeyCode == Enum.KeyCode.E and WeaponType == "Knife" and not DB3 then
- if Gamemode == "Infected" or Gamemode == "One In The Chamber" then
- return
- end
- DB3 = true
- spawn(function()
- if Cloaked then
- WC.UnCloak(Char, Char)
- Cloaked = false
- end
- end)
- if not DB2 and not DB then
- DB2 = true
- if not DB then
- DB2 = true
- DB = true
- if Perk ~= "Quick Hands" then
- AniChargeKnife()
- wait(.1)
- else
- AniChargeKnife2()
- wait(.1)
- end
- if not Selected or WeaponType ~= "Knife" then
- DB2 = false
- DB = false
- return
- end
- spawn(function()
- WC.ThrowKnife(Char, Char, Mouse.Hit.p, Ability)
- end)
- AniThrowKnife()
- wait(0.3)
- AniEquipKnife()
- DB = false
- DB2 = false
- else
- DB2 = false
- end
- end
- wait(0.25)
- DB3 = false
- elseif input.KeyCode == Enum.KeyCode.Q and WeaponType == "Knife" and CanCloak and Perk == "Shadow Cloak" then
- if Gamemode == "Infected" or Gamemode == "One In The Chamber" then
- return
- end
- CanCloak = false
- WC.Cloak(Char, Char)
- Cloaked = true
- wait(10)
- if Cloaked then
- WC.UnCloak(Char, Char)
- Cloaked = false
- end
- wait(15)
- CanCloak = true
- end
- end
- end)
- game.Players.ChildAdded:connect(function(c)
- wait(3)
- repeat
- wait()
- until not DB and not DB2 and not MouseDown
- if WeaponType == "Gun" then
- WC.EquipGun(Char, Char, GunSkin)
- AniEquipGun()
- elseif WeaponType == "Knife" then
- WC.EquipKnife(Char, Char, KnifeSkin)
- AniEquipKnife()
- end
- end)
- local Modules = game.ReplicatedStorage:WaitForChild("Modules")
- local M = require(Modules:WaitForChild("AnimationCore"))
- local WC = require(Modules:WaitForChild("WeaponCore"))
- local Mouse = game.Players.LocalPlayer:GetMouse()
- local Char = game.Players.LocalPlayer.Character
- Mouse.Button1Down:Connect(function()
- WC.ThrowKnife(Char, Char, Mouse.Hit.p, "Quickscoper")
- end)
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