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- local G = {}
- G.Grip = CFrame.new(0.9, 0.814743042, 0.736083984, 0.978242517, -0.206556544, -0.0193780363, 0.207236633, 0.968533158, 0.137826726, -0.00970113277, -0.138843775, 0.990266681)
- G.AimGrips = {["ACR Iron"] = true, ["Red Dot"] = true, ACOG = true, Thermal = true}
- G.RunGrip = CFrame.new(0.92, 0.75, 0.74) * CFrame.Angles(math.rad(-19.47), math.rad(-21.02), math.rad(-12.86))
- G.FireMode = "Automatic"
- G.CurrentAmmo = 31
- G.Velocity = 650
- G.Sounds = {Fire = 412091790, MagOut = 131045401, MagIn = 131045429, Chamber = 131045453}
- G.Stats = {Damage = 30, Recoil = 20, ROF = 800, Accuracy = 35, Weight = 26, Ammo = G.CurrentAmmo}
- G.Spread = {Increase = 0.114, Decrease = 8, AimIdle = 0.3, AimWalking = 0.8, IdleStill = 2}
- G.RecoilPatterns = {Up = 28, Left = 30, Right = 20, FirstShot = 2.5, RecoilDecrease = 18}
- G.Recoil = function()
- return CFrame.new(-math.random(2, 5) / 150, 0, 0)
- end
- G.Idle = function(M, Body, LeftWrist, RightWrist, IgnoreGun)
- local IdleLeft = CFrame.new(-0.4, -0.26, -0.14) * CFrame.Angles(math.rad(92.1), math.rad(-46.99), math.rad(-155.54))
- if not string.find(Body.Name, game.Players.LocalPlayer.Name) then
- IdleLeft = IdleLeft * (script.Parent.Mag.MagMain.CFrame:inverse() * script.Parent.GunHandle.CFrame)
- end
- M.Animate(LeftWrist, IdleLeft, 0.3, "SoftEnd")
- M.Animate(RightWrist, CFrame.new(0.04, 0.14, 0.14) * CFrame.Angles(-0, -0, math.rad(-105)), 0.3, "SoftEnd")
- M.Animate(Body.Joints["Head:GunHandle"], G.Grip, 0.3, "OutBack")
- M.Animate(Body.Joints["LeftKnuckles:LeftPinky1"], CFrame.new(-0, -0.08, 0.04) * CFrame.Angles(math.rad(80), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftPointer1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(12.5), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftMiddle1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(22.5), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftRing1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(62.5), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftPalm:LeftKnuckles"], CFrame.new(-0, -0.09, 0.05) * CFrame.Angles(math.rad(20), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftThumb2:LeftThumb3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(-14.92), math.rad(1.3), math.rad(-7.39)), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftPalm:LeftThumb1"], CFrame.new(-0.07, -0, 0.05) * CFrame.Angles(-0, math.rad(-45), -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer1:LeftPointer2"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(60), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftRing2:LeftRing3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(35), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle2:LeftMiddle3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(40), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftPinky1:LeftPinky2"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(45), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle1:LeftMiddle2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(77.5), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftPinky2:LeftPinky3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(15), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftRing1:LeftRing2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(47.5), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer2:LeftPointer3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(20), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightKnuckles:RightPinky1"], CFrame.new(-0, -0.08, -0.04) * CFrame.Angles(math.rad(-85), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightKnuckles:RightPointer1"], CFrame.new(-0, -0.11, -0.04) * CFrame.Angles(math.rad(-17.32), math.rad(-1.62), math.rad(12.4)), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightKnuckles:RightMiddle1"], CFrame.new(-0, -0.11, -0.04) * CFrame.Angles(math.rad(-62.5), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightKnuckles:RightRing1"], CFrame.new(-0, -0.11, -0.04) * CFrame.Angles(math.rad(-65), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightPalm:RightKnuckles"], CFrame.new(-0, -0.09, -0.05) * CFrame.Angles(math.rad(-15), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightThumb2:RightThumb3"], CFrame.new(0.02, -0.05, -0.04) * CFrame.Angles(-0, -0, math.rad(-60)), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightPalm:RightThumb1"], CFrame.new(-0.07, -0, -0.05) * CFrame.Angles(math.rad(-30.49), math.rad(75.45), math.rad(31.31)), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightThumb1:RightThumb2"], CFrame.new(-0, -0.11, -0.04) * CFrame.Angles(-0, -0, math.rad(-2.5)), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightPointer1:RightPointer2"], CFrame.new(-0, -0.06, -0.04) * CFrame.Angles(math.rad(-65), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightRing2:RightRing3"], CFrame.new(-0, -0.06, -0.04) * CFrame.Angles(math.rad(-30), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightMiddle2:RightMiddle3"], CFrame.new(-0, -0.06, -0.04) * CFrame.Angles(math.rad(-40), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightPinky1:RightPinky2"], CFrame.new(-0, -0.05, -0.04) * CFrame.Angles(math.rad(-7.5), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightMiddle1:RightMiddle2"], CFrame.new(-0, -0.07, -0.04) * CFrame.Angles(math.rad(-75), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightPinky2:RightPinky3"], CFrame.new(-0, -0.05, -0.04) * CFrame.Angles(math.rad(-72.5), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightRing1:RightRing2"], CFrame.new(-0, -0.07, -0.04) * CFrame.Angles(math.rad(-70), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["RightPointer2:RightPointer3"], CFrame.new(-0, -0.05, -0.04) * CFrame.Angles(math.rad(-35), -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints["LeftThumb1:LeftThumb2"], CFrame.new(-0, -0.09, 0.04) * CFrame.Angles(math.rad(-12.5), -0, math.rad(-20)), 0.3, "SoftEnd")
- pcall(function()
- M.Animate(Body.Joints.RightShoulderAngle, CFrame.new(3.14, -0, -0) * CFrame.Angles(-0, -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints.LeftShoulderAngle, CFrame.new(1.13, -0, -0) * CFrame.Angles(-0, -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints.RightWristAngle, CFrame.new(-0.17, -0, -0) * CFrame.Angles(-0, -0, -0), 0.3, "SoftEnd")
- M.Animate(Body.Joints.LeftWristAngle, CFrame.new(0.48, -0, -0) * CFrame.Angles(-0, -0, -0), 0.3, "SoftEnd")
- end
- )
- end
- G.Run = function(M, Body, LeftWrist, RightWrist)
- M.Animate(Body.Joints["Head:GunHandle"], G.RunGrip, 0.3, "OutBack")
- end
- G.Aim = function(M, Body, LeftWrist, RightWrist, Sight)
- if not string.find(Body.Name, game.Players.LocalPlayer.Name) then
- M.Animate(Body.Joints["Head:GunHandle"], CFrame.new(0.912796021, 0.962783813, 0.324905396, 0.88597101, -0.371708155, -0.277285337, 0.45791319, 0.606740713, 0.649754703, -0.073279351, -0.70263648, 0.70776546), 0.3, "SoftEnd")
- end
- end
- G.Fire = function(M, Body)
- Body:findFirstChild("RealHandle:Slider", true).C0 = CFrame.new(0.425, 0, 0)
- M.Animate0(Body:findFirstChild("RealHandle:Slider", true), CFrame.new(0.425, 0, 0), 0, "SoftEnd")
- delay(0, function()
- M.Animate0(Body:findFirstChild("RealHandle:Slider", true), CFrame.new(0, 0, 0), 0.08, "SoftEnd")
- end
- )
- end
- G.Reload = function(M, Body, LeftWrist, RightWrist, Chamber)
- M.Animate(Body.Joints["LeftKnuckles:LeftPinky1"], CFrame.new(-0, -0.08, 0.04) * CFrame.Angles(math.rad(7.5), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftPointer1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(-5), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftMiddle1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(50.5), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftRing1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(7.5), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftPalm:LeftKnuckles"], CFrame.new(-0, -0.09, 0.05) * CFrame.Angles(math.rad(-5), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftThumb2:LeftThumb3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(2.77), math.rad(0.83), math.rad(-17.38)), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftPalm:LeftThumb1"], CFrame.new(-0.07, -0, 0.05) * CFrame.Angles(math.rad(6.89), math.rad(-25.85), math.rad(26.98)), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftThumb1:LeftThumb2"], CFrame.new(-0, -0.09, 0.04) * CFrame.Angles(-0, -0, math.rad(7.5)), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer1:LeftPointer2"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(15), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftRing2:LeftRing3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(7.5), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle2:LeftMiddle3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(20), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftPinky1:LeftPinky2"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(10), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle1:LeftMiddle2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(35), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftPinky2:LeftPinky3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(2.5), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftRing1:LeftRing2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(15), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer2:LeftPointer3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(10), -0, -0), 0.155, "SoftEnd")
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.29, -0.41, -0.23) * CFrame.Angles(math.rad(95.15), math.rad(-6.06), math.rad(-109.69)), 0.155, "Linear")
- M.Animate(Body.Joints["Head:GunHandle"], CFrame.new(0.9, 0.81, 0.74) * CFrame.Angles(math.rad(-2.02), math.rad(-1.11), math.rad(20.57)), 0.705, "OutBack")
- wait(0.155)
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.61, 0.43, -0.23) * CFrame.Angles(math.rad(97.96), math.rad(15.32), math.rad(-77.21)), 0.25, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftPinky1"], CFrame.new(-0, -0.08, 0.04) * CFrame.Angles(math.rad(65), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftPointer1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(57.5), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftMiddle1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(62.5), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftRing1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(67.5), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftPalm:LeftKnuckles"], CFrame.new(-0, -0.09, 0.05) * CFrame.Angles(math.rad(20), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftThumb2:LeftThumb3"], CFrame.new(0.04, -0.03, 0.04) * CFrame.Angles(math.rad(-5.22), math.rad(14.06), math.rad(-71.92)), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftPalm:LeftThumb1"], CFrame.new(-0.13, -0, 0.01) * CFrame.Angles(math.rad(90), math.rad(-65), math.rad(90)), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftThumb1:LeftThumb2"], CFrame.new(-0, -0.09, 0.04) * CFrame.Angles(math.rad(-7.25), math.rad(-10.21), math.rad(34.35)), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer1:LeftPointer2"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(67.5), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftRing2:LeftRing3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(52.5), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle2:LeftMiddle3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(35), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftPinky1:LeftPinky2"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(70), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle1:LeftMiddle2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(50), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftPinky2:LeftPinky3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(52.5), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftRing1:LeftRing2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(57.5), -0, -0), 0.5, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer2:LeftPointer3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(30), -0, -0), 0.5, "SoftEnd")
- wait(0.25)
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.51, 0.12, -0.11) * CFrame.Angles(math.rad(91.61), math.rad(8.04), math.rad(-83.13)), 0.25, "SoftEnd")
- wait(0.25)
- M.Sound(Body:findFirstChild("RealHandle", true), G.Sounds.MagOut)
- M.Animate(Body.Joints["Head:GunHandle"], CFrame.new(0.9, 0.95, 0.74) * CFrame.Angles(math.rad(2.33), math.rad(-0.32), math.rad(32.35)), 1.5, "OutBack")
- M.Animate(Body.Joints["RealHandle:MagMain"], CFrame.new(-0, 0.32, -0) * CFrame.Angles(-0, -0, -0), 0.25, "SoftEnd")
- wait(0.25)
- M.Animate(Body.Joints["RealHandle:MagMain"], CFrame.new(0.62, 1.62, 3.28) * CFrame.Angles(math.rad(95), -0, math.rad(15)), 0.4, "SoftEnd")
- wait(0.4)
- M.Animate(Body.Joints["RealHandle:MagMain"], CFrame.new(0.16, 2, 0.02) * CFrame.Angles(math.rad(1.18), math.rad(-2.44), math.rad(3.4)), 0.2, "SoftEnd")
- wait(0.2)
- M.Animate(Body.Joints["RealHandle:MagMain"], CFrame.new(-0, 0.32, -0) * CFrame.Angles(-0, -0, -0), 0.3, "SoftEnd")
- wait(0.3)
- M.Sound(Body:findFirstChild("RealHandle", true), G.Sounds.MagIn)
- M.Animate(Body.Joints["Head:GunHandle"], CFrame.new(1.06, 0.67, 0.74) * CFrame.Angles(math.rad(2.13), math.rad(-1), math.rad(14.86)), 0.4, "OutBack")
- M.Animate(Body.Joints["RealHandle:MagMain"], CFrame.new(-0, -0, -0) * CFrame.Angles(-0, -0, -0), 0.2, "SoftEnd")
- wait(0.4)
- if Chamber then
- M.Animate(Body.Joints["LeftKnuckles:LeftPinky1"], CFrame.new(-0, -0.08, 0.04) * CFrame.Angles(math.rad(72.5), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftPointer1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(-12.5), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftMiddle1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(-12.5), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftRing1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(70), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftPalm:LeftKnuckles"], CFrame.new(-0, -0.09, 0.05) * CFrame.Angles(math.rad(15), -0, -0), 0.75, "SoftEnd")
- M.Animate(Body.Joints["LeftThumb2:LeftThumb3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(12.62), math.rad(0.75), math.rad(-9.83)), 0.75, "SoftEnd")
- M.Animate(Body.Joints["LeftPalm:LeftThumb1"], CFrame.new(-0.07, -0, 0.05) * CFrame.Angles(-0, math.rad(-45), -0), 0.75, "OutBack")
- M.Animate(Body.Joints["LeftThumb1:LeftThumb2"], CFrame.new(0.02, -0.07, 0.04) * CFrame.Angles(math.rad(-10.17), math.rad(28.26), math.rad(-45.15)), 0.75, "SoftEnd")
- M.Animate(Body.Joints["LeftRing2:LeftRing3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(42.5), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle2:LeftMiddle3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(10), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftPinky1:LeftPinky2"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(60), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle1:LeftMiddle2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(12.5), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftPinky2:LeftPinky3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(32.5), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftRing1:LeftRing2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(67.5), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer2:LeftPointer3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(22.5), -0, -0), 0.35, "SoftEnd")
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.43, 0.13, -0.58) * CFrame.Angles(math.rad(105.82), math.rad(-5.14), math.rad(-32.67)), 0.365, "SoftEnd")
- M.Animate(Body.Joints["Head:GunHandle"], CFrame.new(0.24, 1.99, 0.52) * CFrame.Angles(math.rad(-1.87), math.rad(-13.6), math.rad(75.9)), 0.75, "OutBack")
- wait(0.13)
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.36, 0.26, -0.38) * CFrame.Angles(math.rad(90.79), math.rad(2.61), math.rad(3.9)), 0.385, "SoftEnd")
- wait(0.09)
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.36, 0.26, -0.38) * CFrame.Angles(math.rad(90.79), math.rad(2.61), math.rad(3.9)), 0.385, "SoftEnd")
- wait(0.13)
- M.Animate(Body.Joints["LeftKnuckles:LeftMiddle1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(-7.5), -0, -0), 0.25, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle2:LeftMiddle3"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(65), -0, -0), 0.25, "SoftEnd")
- M.Animate(Body.Joints["LeftMiddle1:LeftMiddle2"], CFrame.new(-0, -0.07, 0.04) * CFrame.Angles(math.rad(62.5), -0, -0), 0.25, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer2:LeftPointer3"], CFrame.new(-0, -0.05, 0.04) * CFrame.Angles(math.rad(15), -0, -0), 0.25, "SoftEnd")
- M.Animate(Body.Joints["LeftKnuckles:LeftPointer1"], CFrame.new(-0, -0.11, 0.04) * CFrame.Angles(math.rad(-2.5), -0, -0), 0.25, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer1:LeftPointer2"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(57.68), -0, -0), 0.25, "SoftEnd")
- M.Animate(Body.Joints["LeftPointer1:LeftPointer2"], CFrame.new(-0, -0.06, 0.04) * CFrame.Angles(math.rad(57.68), -0, -0), 0.25, "SoftEnd")
- wait(0.25)
- M.Sound(Body:findFirstChild("RealHandle", true), G.Sounds.Chamber)
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.34, 0.7, -0.46) * CFrame.Angles(math.rad(90.79), math.rad(2.61), math.rad(3.9)), 0.14, "SoftEnd")
- M.Animate(Body.Joints["Head:GunHandle"], CFrame.new(0.34, 1.81, 0.55) * CFrame.Angles(math.rad(-3.73), math.rad(-12.21), math.rad(65.63)), 0.25, "SoftEnd")
- M.Animate0(Body:findFirstChild("RealHandle:Slider", true), CFrame.new(0.45, -0, -0), 0.25, "SoftEnd")
- wait(0.25)
- M.Animate0(Body:findFirstChild("RealHandle:Slider", true), CFrame.new(-0, -0, -0), 0.34, "SoftEnd")
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.36, 0.26, -0.38) * CFrame.Angles(math.rad(90.79), math.rad(2.61), math.rad(3.9)), 0.2, "SoftEnd")
- M.Animate(Body.Joints["Head:GunHandle"], CFrame.new(0.23, 2, 0.51) * CFrame.Angles(math.rad(-1.71), math.rad(-13.69), math.rad(76.73)), 0.34, "OutBack")
- M.Animate(Body.Joints["Head:LeftPalm"], CFrame.new(0.36, 0.26, -0.38) * CFrame.Angles(math.rad(90.79), math.rad(2.61), math.rad(3.9)), 0.2, "SoftEnd")
- M.Animate(Body.Joints["Head:GunHandle"], CFrame.new(0.23, 2, 0.51) * CFrame.Angles(math.rad(-1.71), math.rad(-13.69), math.rad(76.73)), 0.34, "OutBack")
- wait(0.35)
- end
- end
- return G
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