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- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- local RealPlayer = Player
- do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end
- local plr = owner
- local mouse = plr:GetMouse()
- local char = plr.Character
- local hum = char:FindFirstChildOfClass'Humanoid'
- local hed = char.Head
- local root = char:FindFirstChild'HumanoidRootPart'
- local rootj = root.RootJoint
- local tors = char.Torso
- local ra = char["Right Arm"]
- local la = char["Left Arm"]
- local rl = char["Right Leg"]
- local ll = char["Left Leg"]
- local neck = tors["Neck"]
- local mouse = plr:GetMouse()
- local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0)
- local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0)
- local maincolor = BrickColor.new("Really black")
- local disach = false
- local epicmode = false
- cam = game.Workspace.CurrentCamera
- CF = CFrame.new
- angles = CFrame.Angles
- attack = false
- Euler = CFrame.fromEulerAnglesXYZ
- Rad = math.rad
- IT = Instance.new
- BrickC = BrickColor.new
- Cos = math.cos
- Acos = math.acos
- Sin = math.sin
- Asin = math.asin
- Abs = math.abs
- Mrandom = math.random
- Floor = math.floor
- necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- RW = Instance.new("Weld")
- LW = Instance.new("Weld")
- RH = tors["Right Hip"]
- LH = tors["Left Hip"]
- RW.Name = "RW"
- RW.Part0 = tors
- RW.C0 = CF(1.5, 0.5, 0)
- RW.C1 = CF(0, 0.5, 0)
- RW.Part1 = ra
- RW.Parent = tors
- LW.Name = "LW"
- LW.Part0 = tors
- LW.C0 = CF(-1.5, 0.5, 0)
- LW.C1 = CF(0, 0.5, 0)
- LW.Part1 = la
- LW.Parent = tors
- Effects = {}
- newWeld = function(wp0, wp1, wc0x, wc0y, wc0z)
- local wld = Instance.new("Weld", wp1)
- wld.Part0 = wp0
- wld.Part1 = wp1
- wld.C0 = CFrame.new(wc0x, wc0y, wc0z)
- end
- newWeld(tors, ll, -0.5, -1, 0)
- ll.Weld.C1 = CFrame.new(0, 1, 0)
- newWeld(tors, rl, 0.5, -1, 0)
- rl.Weld.C1 = CFrame.new(0, 1, 0)
- ArtificialHB = Instance.new("BindableEvent", script)
- ArtificialHB.Name = "Heartbeat"
- script:WaitForChild("Heartbeat")
- frame = 1 / 60
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- game:service("RunService").Stepped:wait(0)
- else
- for i = 0, num do
- game:service("RunService").Stepped:wait(0)
- end
- end
- end
- function thread(f)
- coroutine.resume(coroutine.create(f))
- end
- function clerp(a, b, t)
- local qa = {
- QuaternionFromCFrame(a)
- }
- local qb = {
- QuaternionFromCFrame(b)
- }
- local ax, ay, az = a.x, a.y, a.z
- local bx, by, bz = b.x, b.y, b.z
- local _t = 1 - t
- return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
- end
- function QuaternionFromCFrame(cf)
- local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
- local trace = m00 + m11 + m22
- if trace > 0 then
- local s = math.sqrt(1 + trace)
- local recip = 0.5 / s
- return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
- else
- local i = 0
- if m00 < m11 then
- i = 1
- end
- if m22 > (i == 0 and m00 or m11) then
- i = 2
- end
- if i == 0 then
- local s = math.sqrt(m00 - m11 - m22 + 1)
- local recip = 0.5 / s
- return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
- elseif i == 1 then
- local s = math.sqrt(m11 - m22 - m00 + 1)
- local recip = 0.5 / s
- return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
- elseif i == 2 then
- local s = math.sqrt(m22 - m00 - m11 + 1)
- local recip = 0.5 / s
- return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
- end
- end
- end
- function QuaternionToCFrame(px, py, pz, x, y, z, w)
- local xs, ys, zs = x + x, y + y, z + z
- local wx, wy, wz = w * xs, w * ys, w * zs
- local xx = x * xs
- local xy = x * ys
- local xz = x * zs
- local yy = y * ys
- local yz = y * zs
- local zz = z * zs
- 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))
- end
- function QuaternionSlerp(a, b, t)
- local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
- local startInterp, finishInterp
- if cosTheta >= 1.0E-4 then
- if 1 - cosTheta > 1.0E-4 then
- local theta = math.acos(cosTheta)
- local invSinTheta = 1 / Sin(theta)
- startInterp = Sin((1 - t) * theta) * invSinTheta
- finishInterp = Sin(t * theta) * invSinTheta
- else
- startInterp = 1 - t
- finishInterp = t
- end
- elseif 1 + cosTheta > 1.0E-4 then
- local theta = math.acos(-cosTheta)
- local invSinTheta = 1 / Sin(theta)
- startInterp = Sin((t - 1) * theta) * invSinTheta
- finishInterp = Sin(t * theta) * invSinTheta
- else
- startInterp = t - 1
- finishInterp = t
- end
- 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
- end
- function rayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- change = 1
- sine = 0
- movelegs = false
- rK = false
- DBT = false
- Speed = 16
- local function round(n)
- return math.floor(n + 0.5)
- end
- local wall = Instance.new("Part",script)
- wall.Transparency = 0.5
- wall.BrickColor = BrickColor.new("Cyan")
- wall.Anchored = true
- wall.CanCollide = false
- wall.CFrame = CFrame.new(round(root.CFrame.x), round(root.CFrame.y), round(root.CFrame.z * 5))
- wall.Orientation = Vector3.new(round(root.Orientation.x),round(root.Orientation.y),round(root.Orientation.z))
- local wallHeight = 4
- local brickSpeed = 0.04
- local wallWidth = 12
- function placeBrick(cf, pos, color)
- local brick = Instance.new("Part")
- brick.BrickColor = color
- brick.CFrame = cf * CFrame.new(pos + brick.Size / 2)
- game:GetService("Debris"):AddItem(brick, 24)
- brick.Parent = game.Workspace
- brick:MakeJoints()
- return brick, pos + brick.Size
- end
- function buildWall(cf)
- local color = BrickColor.Random()
- local bricks = {}
- assert(wallWidth>0)
- local y = 0
- while y < wallHeight do
- local p
- local x = -wallWidth/2
- while x < wallWidth/2 do
- local brick
- brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)
- x = p.x
- table.insert(bricks, brick)
- wait(brickSpeed)
- end
- y = p.y
- end
- return bricks
- end
- function snap(v)
- if math.abs(v.x)>math.abs(v.z) then
- if v.x>0 then
- return Vector3.new(1,0,0)
- else
- return Vector3.new(-1,0,0)
- end
- else
- if v.z>0 then
- return Vector3.new(0,0,1)
- else
- return Vector3.new(0,0,-1)
- end
- end
- end
- local MouseLoc = Instance.new("RemoteFunction",char)
- MouseLoc.Name = "MouseLoc"
- local Client = NLS([[
- local char = script.Parent
- script.Name = "Client"
- local MouseLoc = char:WaitForChild("MouseLoc",10)
- function MouseLoc.OnClientInvoke()
- return game:GetService("Players").LocalPlayer:GetMouse().Hit.p
- end
- ]],char)
- mouse.Button1Down:connect(function()
- local targetPos = MouseLoc:InvokeClient(game:GetService("Players"):GetPlayerFromCharacter(char))
- local lookAt = snap( (targetPos - char.Head.Position).unit )
- local cf = CFrame.new(targetPos, targetPos + lookAt)
- buildWall(cf)
- end)
- while true do
- swait()
- sine = sine + change
- --wall.CFrame = CFrame.new(round(root.CFrame.x), round(root.CFrame.y), round(root.CFrame.z))
- wall.Position = mouse.Hit.p
- --wall.Orientation = Vector3.new(round(root.Orientation.x),round(root.Orientation.y),round(root.Orientation.z))
- local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude
- local velderp = root.Velocity.y
- hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4, char)
- neartouch = game:service("Workspace"):FindPartOnRay(Ray.new(root.Position, (CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0))).lookVector.unit * 6), char)
- local Walking = (math.abs(root.Velocity.x) > 1 or math.abs(root.Velocity.z) > 1)
- local State = (hum.PlatformStand and 'Paralyzed' or hum.Sit and 'Sit' or not hitfloor and root.Velocity.y < -1 and "Fall" or not hitfloor and root.Velocity.y > 1 and "Jump" or hitfloor and Walking and "Walk" or hitfloor and "Idle")
- local WALKSPEEDVALUE = 6 / (hum.WalkSpeed / 16)
- local TiltVelocity = CFrame.new(root.CFrame:vectorToObjectSpace(root.Velocity/1.6))
- if (State == 'Idle') then
- --local hell = GetClientProperty(MUSIC,'PlaybackLoudness')/15
- if attack == false and epicmode == false then
- change = 0.5 --+ hell/35
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 0), 0.05)
- neck.C0 = clerp(neck.C0, necko, 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5, 0) * angles(Rad(90), Rad(0), Rad(0)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5, 0), 0.05)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5, -1, 0), 0.05)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5, -1, 0), 0.05)
- elseif attack == false and epicmode == true then
- change = 1.15 --+ hell/35
- rootj.C0 = RootCF * CF(0, 0, -1 + 1 * Cos(sine / 1))
- neck.C0 = clerp(neck.C0, necko * CF(0, 0, 0 + ((1) - 1)) * angles(Rad(0 - 6 * Cos(sine / 8)), Rad(0 - 10 * Sin(sine / 12)), Rad(-0 + 5 * Cos(sine / 16))), 0.05)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5, 0) * angles(Rad(90), Rad(0), Rad(0)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.1 * Cos(sine / 8), -0.0) * angles(Rad(0 + 8.5 * Sin(sine / 16)), Rad(-7), Rad(-10 - 5 * Cos(sine / 8))), 0.05)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5, 0 - 1 * Cos(sine / 1), -0.5) * angles(Rad(0), Rad(-6), Rad(0)) * angles(Rad(0), Rad(0), Rad(2)), 1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5, 0 - 1 * Cos(sine / 1), -0.5) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-2)), 1)
- end
- elseif (State == 'Jump') then
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(10 + 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1)
- neck.C0 = clerp(neck.C0, necko * CF(0, 0, ((1) - 1)) * angles(Rad(-50 + 6 * Sin(sine / 20)), Rad(0), Rad(0 + 9 * Cos(sine / 38))), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5, -0.8 - 0.1 * Cos(sine / 20) - Rad(0) , -0.3) * angles(Rad(-27 + 3 * Cos(sine / 20)), Rad(-20 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0 + 1 * Cos(sine / 20)), Rad(0), Rad(5)), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5, -0.5 - 0.1 * Cos(sine / 20) + Rad(0) , -0.7) * angles(Rad(-27 + 3 * Cos(sine / 20)), Rad(20 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0 - 1 * Cos(sine / 20)), Rad(0), Rad(-5)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.1 * Cos(sine / 20), 0) * angles(Rad(170 + 10 * Cos(sine / 20)), Rad(10), Rad(10 + 6 * Sin(sine / 20))), 0.2)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.1 * Cos(sine / 20), 0) * angles(Rad(170 + 10 * Cos(sine / 20)), Rad(-10), Rad(-10 - 6 * Sin(sine / 20))), 0.2)
- end
- elseif (State == 'Fall') then
- if neartouch ~= nil and attack == false then
- end
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.1 + 0.1 * Cos(sine / 20)) * angles(Rad(-27 + 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1)
- neck.C0 = clerp(neck.C0, necko * CF(0, 0, ((1) - 1)) * angles(Rad(20 + 6 * Sin(sine / 20)), Rad(0), Rad(0 + 9 * Cos(sine / 38))), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5, -0.9 - 0.1 * Cos(sine / 20) - Rad(0) , 0) * angles(Rad(-27 + 3 * Cos(sine / 20)), Rad(-20 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0 + 1 * Cos(sine / 20)), Rad(0), Rad(5)), 0.1)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5, -0.9 - 0.1 * Cos(sine / 20) + Rad(0) , 0) * angles(Rad(-27 + 3 * Cos(sine / 20)), Rad(20 + 1 * Cos(sine / 20)), Rad(0)) * angles(Rad(0 - 1 * Cos(sine / 20)), Rad(0), Rad(-5)), 0.1)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.1 * Cos(sine / 20), 0) * angles(Rad(100 + 10 * Cos(sine / 20)), Rad(10), Rad(45 + 6 * Sin(sine / 20))), 0.1)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.1 * Cos(sine / 20), 0) * angles(Rad(100 + 10 * Cos(sine / 20)), Rad(-10), Rad(-45 - 6 * Sin(sine / 20))), 0.1)
- end
- elseif (State == 'Walk') then
- change = 0.9
- if attack == false then
- rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 0) * angles(Rad(0 + 0 * Sin(sine / (WALKSPEEDVALUE / 2))) -Rad(TiltVelocity.z) * 1, Rad(0) -Rad(TiltVelocity.x) * 0.4, Rad(0 - 0 * Cos(sine / WALKSPEEDVALUE )) + root.RotVelocity.Y / 75), 0.1)
- neck.C0 = clerp(neck.C0, necko * CF(0, 0, 0 + ((1) - 1)) * angles(Rad(0) +Rad(TiltVelocity.z), Rad(0), Rad(0) -Rad(TiltVelocity.x) * 3), 0.1)
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5, -0.9 - 0.35 * Cos(sine / WALKSPEEDVALUE) / 2, 0) * angles(Rad(-5 - 10 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5 * -Rad(TiltVelocity.z) * 10, Rad(0 - 5 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0 + 25 * math.sin(sine / WALKSPEEDVALUE)*-math.rad(TiltVelocity.x)*5.5)), 0.3)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5, -0.9 + 0.35 * Cos(sine / WALKSPEEDVALUE) / 2, 0) * angles(Rad(-5 + 10 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5 * -Rad(TiltVelocity.z) * 10, Rad(0 - 5 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0 + 25 * math.sin(sine / WALKSPEEDVALUE)*math.rad(TiltVelocity.x)*5.5)), 0.3)
- RW.C0 = clerp(RW.C0, CF(1.5, 0.5, 0) * angles(Rad(90), Rad(0), Rad(0)), 0.05)
- LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.05 * Sin(sine / WALKSPEEDVALUE), 0) * angles(Rad(-2.5 - 5 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / -50 + -Sin(sine / WALKSPEEDVALUE) / 2.5 * -Rad(TiltVelocity.z) * 10, Rad(0 - 5 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0 + 25 * math.sin(sine / WALKSPEEDVALUE)*math.rad(TiltVelocity.x)*5.5)), 0.3)
- elseif attack == true and movelegs == true then
- rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5, -0.9 - 0.35 * Cos(sine / WALKSPEEDVALUE) / 2, 0) * angles(Rad(-5 - 10 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5 * -Rad(TiltVelocity.z) * 10, Rad(0 - 5 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0 + 25 * math.sin(sine / WALKSPEEDVALUE)*-math.rad(TiltVelocity.x)*5.5)), 0.3)
- ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5, -0.9 + 0.35 * Cos(sine / WALKSPEEDVALUE) / 2, 0) * angles(Rad(-5 + 10 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5 * -Rad(TiltVelocity.z) * 10, Rad(0 - 5 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0 + 25 * math.sin(sine / WALKSPEEDVALUE)*math.rad(TiltVelocity.x)*5.5)), 0.3)
- end
- end
- end
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