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Directories = {
Main = ,
RBXMs =,
Sounds = ,
Songs = ,
}
FEManager = (:())()
i, v (Directories) FEManager.(v)
FEManager.(Directories.Songs, , )
FEManager.(Directories.RBXMs, , )
Settings = {
Sounds = {
Stab = {ID = };
HitMarker = {ID = };
Shoot = {ID = };
};
Humanoid = {
Walkspeed = ;
RunSpeed = ;
JumpPower = ;
CrouchSpeed = ;}
}
Reanimate_Settings = {
Frequency = ,
Amplification = ,
FrontOffset = ,
}
ReanimateGun
ReanimateKnife
Accessories = {}
Aligns = {}
Attachments = {}
BindableEvent =
Blacklist = {}
=
CFrameidentity = .identity
CFramelookAt = .lookAt
CFramenew = .new
Character =
CurrentCamera =
=
Custom = .CameraType.Custom
Health = .CoreGuiType.Health
HumanoidRigType = .HumanoidRigType
R6 = HumanoidRigType.R6
Dead = .HumanoidStateType.Dead
LockCenter = .MouseBehavior.LockCenter
UserInputType = .UserInputType
MouseButton1 = UserInputType.MouseButton1
Touch = UserInputType.Touch
Exceptions = {}
=
Clone = .Clone
Close = .Close
Connect = Close.Connect
Disconnect = (Close, () ).Disconnect
Wait = Close.Wait
Destroy = .Destroy
FindFirstAncestorOfClass = .FindFirstAncestorOfClass
FindFirstAncestorWhichIsA = .FindFirstAncestorWhichIsA
FindFirstChild = .FindFirstChild
FindFirstChildOfClass = .FindFirstChildOfClass
Players = (, )
CreateHumanoidModelFromDescription = Players.CreateHumanoidModelFromDescription
GetPlayers = Players.GetPlayers
LocalPlayer = Players.LocalPlayer
CharacterAdded = LocalPlayer.CharacterAdded
ConnectDiedSignalBackend = LocalPlayer.ConnectDiedSignalBackend
Mouse = LocalPlayer:()
Kill = LocalPlayer.Kill
RunService = (, )
PostSimulation = RunService.PostSimulation
PreRender = RunService.PreRender
PreSimulation = RunService.PreSimulation
StarterGui = (, )
GetCoreGuiEnabled = StarterGui.GetCoreGuiEnabled
SetCore = StarterGui.SetCore
SetCoreGuiEnabled = StarterGui.SetCoreGuiEnabled
Workspace = (, )
FallenPartsDestroyHeight = Workspace.FallenPartsDestroyHeight
HatDropY = FallenPartsDestroyHeight -
FindFirstChildWhichIsA = .FindFirstChildWhichIsA
UserInputService = (, )
InputBegan = UserInputService.InputBegan
IsMouseButtonPressed = UserInputService.IsMouseButtonPressed
GetChildren = .GetChildren
GetDescendants = .GetDescendants
GetPropertyChangedSignal = .GetPropertyChangedSignal
CurrentCameraChanged = (Workspace, )
MouseBehaviorChanged = (UserInputService, )
IsA = .IsA
IsDescendantOf = .IsDescendantOf
Highlights = {}
Instancenew = .new
R15Animation = ()
R6Animation = ()
HumanoidDescription = ()
HumanoidModel = (Players, HumanoidDescription, R6)
R15HumanoidModel = (Players, HumanoidDescription, HumanoidRigType.R15)
SetAccessories = HumanoidDescription.SetAccessories
ModelBreakJoints = HumanoidModel.BreakJoints
Head = HumanoidModel.Head
BasePartBreakJoints = Head.BreakJoints
GetJoints = Head.GetJoints
IsGrounded = Head.IsGrounded
Humanoid = HumanoidModel.Humanoid
ApplyDescription = Humanoid.ApplyDescription
ChangeState = Humanoid.ChangeState
EquipTool = Humanoid.EquipTool
GetAppliedDescription = Humanoid.GetAppliedDescription
GetPlayingAnimationTracks = Humanoid.GetPlayingAnimationTracks
LoadAnimation = Humanoid.LoadAnimation
Move = Humanoid.Move
UnequipTools = Humanoid.UnequipTools
ScaleTo = HumanoidModel.ScaleTo
IsFirst =
IsHealthEnabled =
IsLockCenter =
IsRegistered =
IsRunning =
LastTime =
=
mathrandom = .random
mathsin = .sin
mathpi = .pi
nan = /
=
OptionsAccessories =
OptionsApplyDescription =
OptionsBreakJointsDelay =
OptionsClickFling =
OptionsDisableCharacterCollisions =
OptionsDisableHealthBar =
OptionsDisableRigCollisions =
OptionsDefaultFlingOptions =
OptionsHatDrop =
OptionsHideCharacter =
OptionsParentCharacter =
OptionsPermanentDeath =
OptionsRefit =
OptionsRigTransparency =
OptionsSetCameraSubject =
OptionsSetCameraType =
OptionsSetCharacter =
OptionsSetCollisionGroup =
OptionsSimulationRadius =
OptionsTeleportRadius =
OptionsUseServerBreakJoints
osclock = .clock
PreRenderConnection =
RBXScriptConnections = {}
Refitting =
replicatesignal = replicatesignal
Rig =
RigHumanoid =
RigHumanoidRootPart =
sethiddenproperty = sethiddenproperty
setscriptable = setscriptable
stringfind = .find
=
tableclear = .clear
tablefind = .find
tableinsert = .insert
tableremove = .remove
Targets = {}
=
taskdefer = .defer
taskspawn = .spawn
taskwait = .wait
Time =
Tools = {}
=
Vector3new = .new
FlingVelocity = (, , )
HatDropLinearVelocity = (, , )
HideCharacterOffset = (, - , )
Vector3one = .one
Vector3xzAxis = (, , )
Vector3zero = .zero
AntiSleep = Vector3zero
Color3fromRGB = .fromRGB
R15Animation.AnimationId =
R6Animation.AnimationId =
Humanoid =
(HumanoidDescription)
HumanoidDescription =
FindFirstChildOfClassAndName = (Parent, ClassName, Name)
Index, Child , (Parent)
(Child, ClassName) Child.Name == Name
Child
GetHandleFromTable = (Table)
Index, Child (Character)
(Child, )
Handle = (Child, , )
Handle
MeshId =
TextureId =
(Handle, )
MeshId = Handle.MeshId
TextureId = Handle.TextureID
SpecialMesh = (Handle, )
SpecialMesh
MeshId = SpecialMesh.MeshId
TextureId = SpecialMesh.TextureId
MeshId
(MeshId, Table.MeshId) (TextureId, Table.TextureId)
Handle
NewIndex = (self, Index, Value)
self[Index] = Value
DescendantAdded = (Descendant)
(Descendant, ) OptionsHatDrop
(NewIndex, Descendant, , )
sethiddenproperty
(Descendant, , )
setscriptable
(Descendant, , )
Descendant.BackendAccoutrementState =
(Descendant, )
Attachment = Attachments[Descendant.Name]
Attachment
Parent = Descendant.Parent
(Parent, )
MeshId =
TextureId =
(Parent, )
MeshId = Parent.MeshId
TextureId = Parent.TextureID
SpecialMesh = (Parent, )
SpecialMesh
MeshId = SpecialMesh.MeshId
TextureId = SpecialMesh.TextureId
MeshId
Index, Table , Accessories
Table.MeshId == MeshId Table.TextureId == TextureId
Handle = Table.Handle
(Aligns, {
LastPosition = Handle.Position,
Offset = CFrameidentity,
Part0 = Parent,
Part1 = Handle
})
Index, Table , OptionsAccessories
(MeshId, Table.MeshId) (TextureId, Table.TextureId)
=
TableName = Table.Name
TableNames = Table.Names
TableName
= (Rig, , TableName)
Index, TableName , TableNames
Child = (Rig, , TableName)
( TableNames[Index + ] Blacklist[Child] )
= Child
Blacklisted = Blacklist[]
( Blacklisted Blacklisted.MeshId == MeshId Blacklisted.TextureId == TextureId )
(Aligns, {
Offset = Table.Offset,
Part0 = Parent,
Part1 =
})
Blacklist[] = { MeshId = MeshId, TextureId = TextureId }
Accoutrement = (Parent, )
Accoutrement (Accoutrement, )
AccoutrementClone = (Accoutrement)
HandleClone = (AccoutrementClone, , )
HandleClone.Transparency = OptionsRigTransparency
Index, Descendant , (HandleClone)
(Descendant, )
(Descendant)
AccessoryWeld = ()
AccessoryWeld.C0 = Descendant.CFrame
AccessoryWeld.C1 = Attachment.CFrame
AccessoryWeld.Name =
AccessoryWeld.Part0 = HandleClone
AccessoryWeld.Part1 = Attachment.Parent
AccessoryWeld.Parent = HandleClone
AccoutrementClone.Parent = Rig
(Accessories, {
Handle = HandleClone,
MeshId = MeshId,
TextureId = TextureId
})
(Aligns, {
Offset = CFrameidentity,
Part0 = Parent,
Part1 = HandleClone
})
SetCameraSubject = ()
CameraCFrame = CurrentCamera.CFrame
Position = RigHumanoidRootPart.CFrame.Position
CurrentCamera.CameraSubject = RigHumanoid
(PreRender)
CurrentCamera.CFrame = CameraCFrame + RigHumanoidRootPart.CFrame.Position - Position
OnCameraSubjectChanged = ()
CurrentCamera.CameraSubject ~= RigHumanoid
(SetCameraSubject)
OnCameraTypeChanged = ()
CurrentCamera.CameraType ~= Custom
CurrentCamera.CameraType = Custom
OnCurrentCameraChanged = ()
Camera = Workspace.CurrentCamera
Camera OptionsSetCameraSubject
CurrentCamera = Workspace.CurrentCamera
(SetCameraSubject)
()
(RBXScriptConnections, ((CurrentCamera, ), OnCameraSubjectChanged))
OptionsSetCameraType
()
(RBXScriptConnections, ((CurrentCamera, ), OnCameraTypeChanged))
SetCharacter = ()
LocalPlayer.Character = Rig
SetSimulationRadius = ()
LocalPlayer.SimulationRadius = OptionsSimulationRadius
WaitForChildOfClass = (Parent, ClassName)
Child = (Parent, ClassName)
Child
(Parent.ChildAdded)
Child = (Parent, ClassName)
Child
WaitForChildOfClassAndName = (Parent, ...)
Child = (Parent, ...)
Child
(Parent.ChildAdded)
Child = (Parent, ...)
Child
Fling = (Target, Options)
Target
Highlight = Options.Highlight
(Target, )
Target = Target.Parent
(Target, )
Target = (Target, , ) (Character, )
(Targets, Target) (Target, ) Target.Anchored (Character, Target) (Rig, Target)
Model = (Target, )
Model (Model, )
Target = (Model, , ) (Character, ) Target
Model = Target
Highlight
HighlightObject = (Highlight) == Highlight () (Highlight)
HighlightObject.Adornee = Model
HighlightObject.Parent = Model
HighlightObject.OutlineColor = (, , )
HighlightObject.FillColor = (, , )
Options.HighlightObject = HighlightObject
(Highlights, HighlightObject)
Targets[Target] = Options
OptionsDefaultFlingOptions.HatFling OptionsPermanentDeath replicatesignal
(ConnectDiedSignalBackend)
OnCharacterAdded = (NewCharacter)
NewCharacter ~= Rig
(Aligns)
(Blacklist)
Character = NewCharacter
OptionsSetCameraSubject
(SetCameraSubject)
OptionsSetCharacter
(SetCharacter)
OptionsParentCharacter
Character.Parent = Rig
Index, Descendant , (Character)
(DescendantAdded, Descendant)
(RBXScriptConnections, (Character.DescendantAdded, DescendantAdded))
Humanoid = (Character, )
HumanoidRootPart = (Character, , )
IsFirst
OptionsApplyDescription Humanoid
AppliedDescription = (Humanoid)
(AppliedDescription, {}, )
(ApplyDescription, RigHumanoid, AppliedDescription)
HumanoidRootPart
RigHumanoidRootPart.CFrame = HumanoidRootPart.CFrame
OptionsSetCollisionGroup
CollisionGroup = HumanoidRootPart.CollisionGroup
Index, Descendant , (Rig)
(Descendant, )
Descendant.CollisionGroup = CollisionGroup
IsFirst =
IsAlive =
HumanoidRootPart
Target, Options , Targets
(Target, Workspace)
FirstPosition = Target.Position
PredictionFling = Options.PredictionFling
LastPosition = FirstPosition
Timeout = () + Options.Timeout
HumanoidRootPart
(Target, Workspace) () < Timeout
DeltaTime = ()
Position = Target.Position
( Position - FirstPosition ).Magnitude >
Offset = Vector3zero
PredictionFling
BaseOffset = (Position - LastPosition) / DeltaTime *
Frequency = Reanimate_Settings.Frequency
Amplification = Reanimate_Settings.Amplification
Time = ()
TargetFace = Target.CFrame.LookVector
Oscillation = (Time * mathpi * * Frequency) * Amplification
OscillatedOffset = TargetFace * Oscillation
FrontFaceOffset = TargetFace * Reanimate_Settings.FrontOffset
Offset = BaseOffset + OscillatedOffset + FrontFaceOffset
HumanoidRootPart.AssemblyAngularVelocity = FlingVelocity
HumanoidRootPart.AssemblyLinearVelocity = FlingVelocity
HumanoidRootPart.CFrame = .(Target.Position + Offset) * .(, Target.Orientation.Y, )
LastPosition = Position
HighlightObject = Options.HighlightObject
HighlightObject
(HighlightObject)
Targets[Target] =
HumanoidRootPart.AssemblyAngularVelocity = Vector3zero
HumanoidRootPart.AssemblyLinearVelocity = Vector3zero
OptionsHatDrop
(()
(Character, , ).Enabled =
Index, AnimationTrack , (Humanoid)
AnimationTrack:()
(Humanoid, Humanoid.RigType == R6 R6Animation R15Animation):()
(NewIndex, Workspace, , nan)
RootPartCFrame = RigHumanoidRootPart.CFrame
RootPartCFrame = (RootPartCFrame.X, HatDropY, RootPartCFrame.Z)
IsAlive
HumanoidRootPart.AssemblyAngularVelocity = Vector3zero
HumanoidRootPart.AssemblyLinearVelocity = HatDropLinearVelocity
HumanoidRootPart.CFrame = RootPartCFrame
()
)
OptionsHideCharacter
HideCharacterOffset = (OptionsHideCharacter) == OptionsHideCharacter HideCharacterOffset
RootPartCFrame = RigHumanoidRootPart.CFrame + HideCharacterOffset
(()
IsAlive
HumanoidRootPart.AssemblyAngularVelocity = Vector3zero
HumanoidRootPart.AssemblyLinearVelocity = Vector3zero
HumanoidRootPart.CFrame = RootPartCFrame
()
)
OptionsTeleportRadius
HumanoidRootPart.CFrame = RigHumanoidRootPart.CFrame + ((- OptionsTeleportRadius, OptionsTeleportRadius), , (- OptionsTeleportRadius, OptionsTeleportRadius))
ToolFling = OptionsDefaultFlingOptions.ToolFling
Tools2 = {}
ToolFling
Backpack = (LocalPlayer, )
(Tools)
(ToolFling) ==
Tool = (Backpack, , ToolFling)
Tool
Tool.Parent = Character
(Tools2, Tool)
Index, Tool (Backpack)
(Tool, )
Tool.Parent = Character
(Tools2, Tool)
(Humanoid)
OptionsPermanentDeath replicatesignal
(ConnectDiedSignalBackend)
(Players.RespawnTime + )
Refitting =
(Kill)
(OptionsBreakJointsDelay)
(Character)
replicatesignal OptionsUseServerBreakJoints
(Humanoid.ServerBreakJoints)
(Humanoid, Dead)
(Humanoid.Died)
Index, Tool Tools2
Handle = (Tool, , )
Handle
Tool.Parent = Character
(Tools2, Index)
Tools = Tools2
(Humanoid)
IsAlive =
OptionsHatDrop
(NewIndex, Workspace, , FallenPartsDestroyHeight)
OnInputBegan = (InputObject)
UserInputType = InputObject.UserInputType
UserInputType == MouseButton1 UserInputType == Touch
Target = Mouse.Target
HatFling = OptionsDefaultFlingOptions.HatFling
ToolFling = OptionsDefaultFlingOptions.ToolFling
HatFling OptionsHatDrop
Part = (HatFling) == (HatFling)
Part
Index, Child (Character)
(Child, )
Handle = (Child, , )
Handle
Part = Handle
Part
Exceptions[Part] =
(UserInputService, MouseButton1)
Part.ReceiveAge ==
Part.AssemblyAngularVelocity = FlingVelocity
Part.AssemblyLinearVelocity = FlingVelocity
Part.CFrame = Mouse.Hit + AntiSleep
()
Exceptions[Part] =
ToolFling
Backpack = (LocalPlayer, )
Tool =
(ToolFling) ==
Tool = (Backpack, ToolFling) (Character, ToolFling)
Tool
Tool = (Backpack, ) (Character, )
Tool
Handle = (Tool, , ) (Tool, )
Handle
Tool.Parent = Character
(UserInputService, MouseButton1)
Handle.ReceiveAge ==
Handle.AssemblyAngularVelocity = FlingVelocity
Handle.AssemblyLinearVelocity = FlingVelocity
Handle.CFrame = Mouse.Hit + AntiSleep
()
(Humanoid)
Handle.AssemblyAngularVelocity = Vector3zero
Handle.AssemblyLinearVelocity = Vector3zero
Handle.CFrame = RigHumanoidRootPart.CFrame
(Target, OptionsDefaultFlingOptions)
OnPostSimulation = ()
Time = ()
DeltaTime = Time - LastTime
LastTime = Time
OptionsSetCharacter IsLockCenter
Position = RigHumanoidRootPart.Position
RigHumanoidRootPart.CFrame = (Position, Position + CurrentCamera.CFrame.LookVector * Vector3xzAxis)
OptionsSimulationRadius
(SetSimulationRadius)
AntiSleep = (Time * ) * * Vector3one
Axis = + (Time)
Index, Table , Aligns
Part0 = Table.Part0
Exceptions[Part0]
Part0.ReceiveAge ==
(Part0, Workspace) (Part0)[] (Part0)
Part1 = Table.Part1
Part0.AssemblyAngularVelocity = Vector3zero
LinearVelocity = Part1.AssemblyLinearVelocity * Axis
Part0.AssemblyLinearVelocity = (LinearVelocity.X, Axis, LinearVelocity.Z)
Part0.CFrame = Part1.CFrame * Table.Offset + AntiSleep
Frames = Table.Frames -
Frames = Frames +
Table.Frames = Frames
Frames > OptionsPermanentDeath OptionsRefit replicatesignal
Refitting =
(ConnectDiedSignalBackend)
OptionsSetCharacter Humanoid
(RigHumanoid, Humanoid.MoveDirection)
RigHumanoid.Jump = Humanoid.Jump
OnPreRender = ()
Position = RigHumanoidRootPart.Position
RigHumanoidRootPart.CFrame = (Position, Position + CurrentCamera.CFrame.LookVector * Vector3xzAxis)
Index, Table , Aligns
Part0 = Table.Part0
Part0.ReceiveAge == (Part0, Workspace) (Part0)[] (Part0)
Part0.CFrame = Table.Part1.CFrame * Table.Offset
OnMouseBehaviorChanged = ()
IsLockCenter = UserInputService.MouseBehavior == LockCenter
IsLockCenter
PreRenderConnection = (PreRender, OnPreRender)
(RBXScriptConnections, PreRenderConnection)
PreRenderConnection
(PreRenderConnection)
(RBXScriptConnections, (RBXScriptConnections, PreRenderConnection))
OnPreSimulation = ()
OptionsDisableCharacterCollisions Character
Index, Descendant , (Character)
(Descendant, )
Descendant.CanCollide =
OptionsDisableRigCollisions
Index, Descendant , (Rig)
(Descendant, )
Descendant.CanCollide =
Register = ()
IsRegistered = (SetCore, StarterGui, , BindableEvent)
()
IsRegistered
Start = (Options)
IsRunning
IsFirst =
IsRunning =
Options = Options {}
OptionsAccessories = Options.Accessories {}
OptionsApplyDescription = Options.ApplyDescription
OptionsBreakJointsDelay = Options.BreakJointsDelay
OptionsClickFling = Options.ClickFling
OptionsDisableCharacterCollisions = Options.DisableCharacterCollisions
OptionsDisableHealthBar = Options.DisableHealthBar
OptionsDisableRigCollisions = Options.DisableRigCollisions
OptionsDefaultFlingOptions = Options.DefaultFlingOptions {}
OptionsHatDrop = Options.HatDrop
OptionsHideCharacter = Options.HideCharacter
OptionsParentCharacter = Options.ParentCharacter
OptionsPermanentDeath = Options.PermanentDeath
OptionsRefit = Options.Refit
OptionsRigSize = Options.RigSize
OptionsRigTransparency = Options.RigTransparency
OptionsSetCameraSubject = Options.SetCameraSubject
OptionsSetCameraType = Options.SetCameraType
OptionsSetCharacter = Options.SetCharacter
OptionsSetCollisionGroup = Options.SetCollisionGroup
OptionsSimulationRadius = Options.SimulationRadius
OptionsTeleportRadius = Options.TeleportRadius
OptionsUseServerBreakJoints = Options.UseServerBreakJoints
OptionsDisableHealthBar
IsHealthEnabled = (StarterGui, Health)
(StarterGui, Health, )
BindableEvent = ()
(RBXScriptConnections, (BindableEvent.Event, Stop))
Rig = Options.R15 (R15HumanoidModel) (HumanoidModel)
Rig.Name =
RigHumanoid = Rig.Humanoid
RigHumanoidRootPart = Rig.HumanoidRootPart
Rig.Parent = Workspace
CreateObject = (Name)
Part = .()
Part.Name = Name
Part.Massless =
Part.CanCollide =
Part.Transparency =
Part.Size = (, , )
Part.Anchored =
Part.Parent = Rig
Part
ReanimateGun = ()
ReanimateKnife = ()
Index, Descendant , (Rig)
(Descendant, )
Attachments[Descendant.Name] = Descendant
(Descendant, ) (Descendant, )
Descendant.Transparency = OptionsRigTransparency
OptionsRigSize
(Rig, OptionsRigSize)
RigHumanoid.JumpPower =
RigHumanoid.WalkSpeed =
()
(RBXScriptConnections, (CurrentCameraChanged, OnCurrentCameraChanged))
OptionsClickFling
(RBXScriptConnections, (InputBegan, OnInputBegan))
Character = LocalPlayer.Character
Character
(Character)
ReanimateGun.Anchored =
ReanimateKnife.Anchored =
(RBXScriptConnections, (CharacterAdded, OnCharacterAdded))
LastTime = ()
(RBXScriptConnections, (PostSimulation, OnPostSimulation))
OptionsSetCharacter
()
(RBXScriptConnections, (MouseBehaviorChanged, OnMouseBehaviorChanged))
OptionsDisableCharacterCollisions OptionsDisableRigCollisions
()
(RBXScriptConnections, (PreSimulation, OnPreSimulation))
IsRegistered = (SetCore, StarterGui, , BindableEvent)
IsRegistered
(Register)
{
BindableEvent = BindableEvent,
Fling = Fling,
Rig = Rig
}
Stop = ()
IsRunning
IsFirst =
IsRunning =
Index, Highlight Highlights
(Highlight)
(Highlights)
Index, RBXScriptConnection , RBXScriptConnections
(RBXScriptConnection)
(RBXScriptConnections)
(BindableEvent)
Character.Parent == Rig
Character.Parent = Workspace
Humanoid
(Humanoid, Dead)
(Rig)
OptionsPermanentDeath replicatesignal
(ConnectDiedSignalBackend)
OptionsDisableHealthBar (StarterGui, Health)
(StarterGui, Health, IsHealthEnabled)
IsRegistered
(SetCore, StarterGui, , )
IsRegistered = (SetCore, StarterGui, , )
Rad = .rad
Empyrean = ({
Accessories = {
{ Name = , MeshId = , TextureId = , Offset = .(, , ()) },
{ Names = { , }, MeshId = , TextureId = , Offset = .(, , ()) },
{ Name = , MeshId = , TextureId = , Offset = .identity },
{ Name = , MeshId = , TextureId = , Offset = .identity },
{ Name = , MeshId = , TextureId = , Offset = .identity },
{ Name = ,MeshId = , TextureId = , Offset = .identity },
{ Name = , MeshId = , TextureId = , Offset = .identity },
{ Name = , MeshId = , TextureId = , Offset = .identity },
{ Name = ,MeshId = , TextureId = , Offset = .identity },
{ Name = , MeshId = , TextureId = , Offset = .identity },
{ Name = , MeshId = , TextureId = , Offset = .(, , ) },
{ Name = , MeshId = , TextureId = , Offset = .(, , ) },
{ MeshId = , Name = , Offset = .(, , ) * .(, -, ), TextureId = },
{ MeshId = , Name = , Offset = .(-, , ) * .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, , ) * .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , ) * .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , -), TextureId = },
{ MeshId = , Name = , Offset = .(, , ) * .(-, , ), TextureId = },
{ MeshId = , Name = , Offset = .(-, , ) * .(-, , -), TextureId = },
{ MeshId = , Name = , Offset = .(, , ) * .(-, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, , ) * .(-, , -), TextureId = },
{ MeshId = , Name = , Offset = .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, -, ), TextureId = },
{ MeshId = , Name = , Offset = .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, -, ), TextureId = },
{ MeshId = , Name = , Offset = .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, , -) * .(-, , ), TextureId = },
{ MeshId = , Name = , Offset = .(-, , -) * .(-, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, -, ), TextureId = },
{ MeshId = , Names = {}, Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ MeshId = , Names = {}, Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ MeshId = , Name = , Offset = .identity, TextureId = },
{ MeshId = , Name = , Offset = .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .identity, TextureId = },
{ MeshId = , Name = , Offset = .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , ()), TextureId = },
{ MeshId = , Name = , Offset = .(, , ), TextureId = },
{ MeshId = , Names = { , }, Offset = .(, , ), TextureId = },
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((-), (), ()) },
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((), (), ())},
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((), (-), ()) },
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((-), (), ())},
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((), (), (-)) },
{ Name = , MeshId = , TextureId = , Offset = .(, , ) * .((-), (), ())},
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((), (), ()) },
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((), (), (-))},
{ Name = , MeshId = , TextureId = , Offset = .(, -, ) * .((), (), ()) },
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((-), (), ())},
{ Name = , MeshId = , TextureId = , Offset = .(, -, ) * .(-, -, (-)) },
{ Name = , MeshId = , TextureId = , Offset = .(, -, ) * .((), (), (-)) },
{ Name = , MeshId = , TextureId = , Offset = .(, -, -) * .((-), (), ())},
},
ApplyDescription = ,
BreakJointsDelay = ,
ClickFling = ,
DefaultFlingOptions = {
HatFling = ,
Highlight = ,
PredictionFling = ,
Timeout = ,
ToolFling = ,
},
DisableCharacterCollisions = ,
DisableHealthBar = ,
DisableRigCollisions = ,
HatDrop = ,
HideCharacter = .(, -, ),
ParentCharacter = ,
PermanentDeath = ,
Refit = ,
RigSize = ,
RigTransparency = ,
R15 = ,
SetCameraSubject = ,
SetCameraType = ,
SetCharacter = ,
SetCollisionGroup = ,
SimulationRadius = ,
TeleportRadius = ,
UseServerBreakJoints = ,
})
DefaultFlingOptions = {
HatFling = ,
Highlight = ,
PredictionFling = ,
Timeout = ,
ToolFling = ,
}
UserInputService = :()
RunService = :()
TweenService = :()
Players = :()
M = {R=.rad;P=.pi;S=.sin;C=.cos;T=.tan;AS=.asin;AC=.acos;AT=.atan;D=.deg;H=.huge;}
CF = {N=.new;A=.Angles;fEA=.fromEulerAnglesXYZ;}
V3 = {N=.new};
Plr = Players.LocalPlayer
Char = Empyrean.Rig
Hum = Char:()
Hum.JumpPower = Settings.Humanoid.JumpPower
RArm = Char:()
LArm = Char:()
Torso = Char:()
RLeg = Char:()
LLeg = Char:()
Head = Char:()
Root = Char:()
Mouse = Plr:()
ShitlockController = Plr.PlayerScripts:():():()
ShitlockController:().Value =
WalkSpeed = Settings.Humanoid.Walkspeed
JumpPower = Settings.Humanoid.JumpPower
HitboxConnection
NeutralAnims =
Crouching, Running, UsingKarambit = , ,
HoldingM1, Attack, Shooting = , ,
CanHitbox =
Sine =
Change =
Joints = {}
Connections = {}
Camera = .CurrentCamera
RayParams = RaycastParams.()
RayParams.FilterType = .RaycastFilterType.Blacklist
RayParams.IgnoreWater =
CastRay = (Start, End, Range, IgnoreList)
Ray = Ray.(Start, (End - Start).unit * Range)
Part, Position, Norm = :(Ray, IgnoreList {Char}, , )
Part, Position, Norm, (Position (Start - Position).Magnitude)
RaycastFromMouse = (Range)
Range = Range
RayParams.FilterDescendantsInstances = { Char }
Position = Players.LocalPlayer:().Hit.Position
Origin = Camera.CFrame.Position
Direction = (Position - Origin).Unit * Range
:(Origin, Direction, RayParams)
PlaySound = (ID, Volume)
Sound = .(, Root)
Sound.Volume = Volume
Sound.SoundId = ..ID
Sound.PlayOnRemove =
Sound:()
Joint = (name,part0,part1,c0,c1,)
joint = .( )
joint.Part0 = part0
joint.Part1 = part1
joint.C0 = c0 CF.()
joint.C1 = c1 CF.()
joint.Parent=part0
joint.Name=name part0....part1....joint.ClassName
joint
getLength = () len=; i,v , len=len+ ; len;
getFirstEntry = () i,v , i,v ; ;
Animate = (joint,props,alpha,style,dir)
joint = (joint)== Joints[joint].J (joint)== joint.J (joint)== joint ()
propName=
((props)== (props)== (,(props)).lerp)
propName,props=(props)
(style== props.lerp)
joint[propName] = joint[propName]:(props,alpha)
((props)==)
props={C0=props}
info = TweenInfo.(alpha ,(style~= style) .EasingStyle.Linear,dir .EasingDirection.Out,,,)
tween = TweenService:(joint,info,props)
tween:();
tween;
Joints[] = (,Root,Torso,CF.(),CF.())
Joints[] = (,Torso,Head,CF.(,,),CF.())
Joints[] = (,Torso,LArm,CF.(-,,),CF.(,,))
Joints[] = (,Torso,RArm,CF.(,,),CF.(,,))
Joints[] = (,Root,LLeg,CF.(-,-,),CF.(,,))
Joints[] = (,Root,RLeg,CF.(,-,),CF.(,,))
i,v , Joints Joints[i]={J=v,D={C0=v.C0,C1=v.C1}}
AHB = .()
Timeframe = ;
LastFrame= ;
FPS =
AHB:()
RunService.Heartbeat:((s, p)
Timeframe = Timeframe + s
(Timeframe >= /FPS)
i = , .(Timeframe/(/FPS)) AHB:()
LastFrame = ()
Timeframe = Timeframe - (/FPS) * .(Timeframe / (/FPS))
)
fwait = (Frames) i = ,(((Frames)~= Frames<=) Frames) AHB.Event:()
_,v , Hum:() v:();
(.Destroy,Char:)
(.Destroy,Hum:)
()
Theme = .(, Root)
Theme.SoundId = ()
Theme.Looped =
Theme.Volume =
Theme:()
()
FlashHitHighlight = (Target, FillColor, OutlineColor)
Target Target:()
Target:()
Highlight = .()
Highlight.Name =
Highlight.Adornee = Target
Highlight.FillColor = FillColor .(, , )
Highlight.OutlineColor = OutlineColor .(, , )
Highlight.FillTransparency =
Highlight.OutlineTransparency =
Highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
Highlight.Parent = Target
FlashIn = TweenService:(Highlight, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.Out), {FillTransparency = , OutlineTransparency = })
FadeOut = TweenService:(Highlight,TweenInfo.(, .EasingStyle.Quad, .EasingDirection.In),{FillTransparency = ,OutlineTransparency = })
FlashIn:()
FlashIn.Completed:(() FadeOut:() )
FadeOut.Completed:(() Highlight:() )
Gun = Char:()
GunWeld = .(, Gun)
GunWeld.Part0 = RArm
GunWeld.Part1 = Gun
GunWeld.C0 = CF.(, -, -)
Karambit = Char:()
KarambitWeld = .(, Karambit)
KarambitWeld.Part0 = Torso
KarambitWeld.Part1 = Karambit
KarambitWeld.C0 = CF.(, -, ) * CF.(M.(), M.(), M.())
EnableHitbox = ()
HitboxConnection
HitboxConnection:()
HitboxConnection =
HitboxConnection = Karambit.Touched:((Hit)
CanHitbox
Hit:(Char)
Target = Hit:()
TargetHumanoid = Target Target:()
TargetHumanoid
(Settings.Sounds.Stab.ID)
(Target)
Empyrean.(Target, DefaultFlingOptions)
HitboxConnection:()
HitboxConnection =
)
SwitchWeapon = ()
NeutralAnims =
Attack =
UsingKarambit = UsingKarambit
UsingKarambit
()
GunWeld.Part0 = Torso
GunWeld.Part1 = Gun
GunWeld.C0 = CF.(, , ) * CF.(M.(), M.(), M.())
KarambitWeld.Part0 = RArm
KarambitWeld.Part1 = Karambit
KarambitWeld.C0 = CF.(, -, ) * CF.(M.(), M.(), M.())
()
GunWeld.Part0 = RArm
GunWeld.Part1 = Gun
GunWeld.C0 = CF.(, -, -)
KarambitWeld.Part0 = Torso
KarambitWeld.Part1 = Karambit
KarambitWeld.C0 = CF.(, -, ) * CF.(M.(), M.(), M.())
NeutralAnims =
Attack =
KarambitSwing = ()
Attack
UsingKarambit Running
Attack =
CanHitbox =
(, )
(, CF.(,,) * CF.(M.(-),,), , .EasingStyle.Elastic, .EasingDirection.In)
(, CF.(,,) * CF.(M.(),M.(),), , .EasingStyle.Elastic, .EasingDirection.In)
(, CF.(-,,) * CF.(M.(),,), , .EasingStyle.Elastic, .EasingDirection.In)
()
(, CF.(,,) * CF.(M.(-),,), , .EasingStyle.Elastic, .EasingDirection.In)
(, CF.(,,) * CF.(M.(),M.(),), , .EasingStyle.Elastic, .EasingDirection.In)
(, CF.(-,,) * CF.(M.(),M.(-),), , .EasingStyle.Elastic, .EasingDirection.In)
()
()
(, CF.(,,) * CF.(M.(-),,), , .EasingStyle.Bounce, .EasingDirection.Out)
(, CF.(,,-) * CF.(M.(),M.(),M.()), , .EasingStyle.Bounce, .EasingDirection.Out)
(, CF.(-,,) * CF.(M.(),M.(-),), , .EasingStyle.Bounce, .EasingDirection.Out)
()
(, CF.(,,) * CF.(M.(-),,), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(,,-) * CF.(M.(),M.(),M.()), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(-,,) * CF.(M.(),M.(-),), , .EasingStyle.Elastic, .EasingDirection.Out)
()
(, )
(, CF.(,,) * CF.(M.(-),,), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(,,) * CF.(M.(),M.(),), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(-,,) * CF.(M.(),M.(),), , .EasingStyle.Elastic, .EasingDirection.Out)
()
(, CF.(,,) * CF.(M.(-),M.(),), , .EasingStyle.Elastic, .EasingDirection.In)
(, CF.(,,-) * CF.(M.(),M.(),M.()), , .EasingStyle.Elastic, .EasingDirection.In)
(, CF.(-,,) * CF.(M.(),M.(),M.()), , .EasingStyle.Elastic, .EasingDirection.In)
()
(, CF.(,,) * CF.(M.(-),M.(),), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(,,-) * CF.(M.(),M.(),M.(-)), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(-,,) * CF.(M.(),M.(),M.()), , .EasingStyle.Elastic, .EasingDirection.Out)
()
(, CF.(,,) * CF.(M.(-),M.(),), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(,,-) * CF.(M.(),M.(-),M.(-)), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(-,,-) * CF.(M.(),M.(),M.()), , .EasingStyle.Elastic, .EasingDirection.Out)
()
(, CF.(,,) * CF.(M.(-),,), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(,,-) * CF.(M.(),M.(),M.()), , .EasingStyle.Elastic, .EasingDirection.Out)
(, CF.(-,,) * CF.(M.(),M.(-),M.()), , .EasingStyle.Elastic, .EasingDirection.Out)
()
CanHitbox =
Attack =
Shoot = ()
Attack UsingKarambit Running
Attack =
(Settings.Sounds.Shoot.ID)
Result = ()
Result
HitPart = Result.Instance
Target = HitPart:()
TargetHumanoid = Target Target:()
TargetHumanoid
(Settings.Sounds.HitMarker.ID)
(Target)
Empyrean.(Target, DefaultFlingOptions)
()
(,CF.(,-+*M.(Sine/),)*CF.(M.(),M.(-),M.()),,.EasingStyle.Bounce, .EasingDirection.Out)
(, CF.(,,)*CF.(M.(+*M.(Sine/)), M.(+*M.(Sine/)), M.(+*M.(Sine/))), , .EasingStyle.Bounce, .EasingDirection.Out)
(, CF.(-,,-)*CF.(M.(-*M.(Sine/)), M.(+*M.(Sine/)), M.(-*M.(Sine/))), , .EasingStyle.Bounce, .EasingDirection.Out)
()
Attack =
KeyDown = UserInputService.InputBegan:((Key, GPE)
Key.UserInputType == .UserInputType.MouseButton1 Key.UserInputType == .UserInputType.Touch
HoldingM1 =
UsingKarambit
()
.(()
HoldingM1 UsingKarambit
()
.()
)
Key.KeyCode == .KeyCode.Q
Running
()
Key.KeyCode == .KeyCode.C
Running
Crouching = Crouching
Key.KeyCode == .KeyCode.LeftShift Key.KeyCode == .KeyCode.RightShift
Crouching
Running =
)
KeyUp = UserInputService.InputEnded:((Key)
Key.KeyCode == .KeyCode.LeftShift Key.KeyCode == .KeyCode.RightShift
Crouching
Running =
Key.UserInputType == .UserInputType.MouseButton1 Key.UserInputType == .UserInputType.Touch
HoldingM1 =
)
GUI = :((Directories.RBXMs..))[]
GUI.Parent = :()
UpdateUI = ()
LastInput = UserInputService:()
LastInput == .UserInputType.Touch
GUI.Enabled =
GUI.Enabled =
()
UserInputService.LastInputTypeChanged:(UpdateUI)
GUI.AbilitiesUI.Crouch.MouseButton1Down:(()
Running
Crouching = Crouching
)
GUI.AbilitiesUI.SwitchWeapon.MouseButton1Down:(()
Running
()
)
GUI.AbilitiesUI.Sprint.MouseButton1Down:(()
Crouching
Running = Running
)
RunServiceConnection = RunService.RenderStepped:((dt)
Sine=Sine+Change * (dt * )
Hum.CameraOffset = Hum.CameraOffset:((Root.CFrame * .(, , )):(Head.Position), .( * * , , ))
Walking = Hum.MoveDirection.magnitude>
Hit,Pos = (Root.Position,Root.Position-V3.(,,),)
State = (Hum.Sit Hit Root.Velocity.Y<- Hit Root.Velocity.Y> Walking )
Direction = Root.CFrame:(CF.()).lookVector.unit
FwdDir = (Walking Hum.MoveDirection*Root.CFrame.lookVector V3.())
RigDir = (Walking Hum.MoveDirection*Root.CFrame.rightVector V3.())
Vec = {X=(RigDir.X+RigDir.Z)*(Hum.WalkSpeed/), Z=(FwdDir.X+FwdDir.Z)*(Hum.WalkSpeed/)};
Divide =
(Vec.Z<)
Divide=.(-(*Vec.Z),,)
Vec.Z = Vec.Z/Divide
Vec.X = Vec.X/Divide
Hum.WalkSpeed = WalkSpeed
Crouching
WalkSpeed = Settings.Humanoid.CrouchSpeed
Running
WalkSpeed = Settings.Humanoid.RunSpeed
WalkSpeed = Settings.Humanoid.Walkspeed
WsFactor = /(WalkSpeed/)
(NeutralAnims)
UsingKarambit
(State == Crouching)
Alpha =
(,CF.(*M.(Sine/),-+*M.(Sine/),*M.(Sine/)) * CF.(M.(*M.(Sine/)),,M.(*M.(Sine/))) ,Alpha, )
(,CF.(,+*M.(Sine/),) * CF.(M.(*M.(Sine/)),M.(*M.(Sine/)),M.(-*M.(Sine/))), Alpha, )
(, CF.(,,)*CF.(M.(+*M.(Sine/)), M.(+*M.(Sine/)), M.(+*M.(Sine/))), Alpha, )
(, CF.(-,,-)*CF.(M.(-*M.(Sine/)), M.(+*M.(Sine/)), M.(-*M.(Sine/))), Alpha, )
(,CF.(,-+*M.(Sine/),-) * CF.(M.(-+*M.(Sine/)),,),Alpha,)
(,CF.(-,-+*M.(Sine/),) * CF.(M.(-+*M.(Sine/)),,),Alpha,)
(State == )
Alpha =
(,CF.(,*M.(Sine/),)*CF.(M.(-+*M.(Sine/)), M.(*M.(Sine/)),),,)
(,CF.(,+*M.(Sine/),)*CF.(M.(*M.(Sine/)),,),,)
(, CF.(,,)*CF.(M.(+*M.(Sine/)), M.(+*M.(Sine/)), M.(+*M.(Sine/))), , )
(, CF.(-,,-)*CF.(M.(-*M.(Sine/)), M.(+*M.(Sine/)), M.(-*M.(Sine/))), , )
(,CF.(,-,)*CF.(M.(-+*M.(Sine/)), M.(-+*M.(Sine/)), M.(+*M.(Sine/))),,)
(,CF.(-,-,-)*CF.(M.(-+*M.(Sine/)),,),,)
(State == Crouching)
Alpha =
(,CF.(,+*M.(Sine/),) * CF.(M.(*M.(Sine/)),M.(*M.(Sine/)),M.(-*M.(Sine/))),,)
(, CF.(, - + *M.(Sine/(WsFactor/)), -*Vec.Z) * CF.(M.(- - *M.(Sine/(WsFactor/)))*Vec.Z/, M.( + *M.(Sine/WsFactor/)), M.(-)*Vec.X/), Alpha, )
(, CF.(,,)*CF.(M.(+*M.(Sine/)), M.(+*M.(Sine/)), M.(+*M.(Sine/))), , )
(, CF.(-,,-)*CF.(M.(-*M.(Sine/)), M.(+*M.(Sine/)), M.(-*M.(Sine/))), , )
(,CF.(-+*M.(Sine/WsFactor)*Vec.X,-+*M.(Sine/WsFactor),--*M.(Sine/WsFactor)*Vec.Z)*CF.((M.(-+*M.(Sine/WsFactor))+M.(-*M.(Sine/WsFactor)))*Vec.Z,M.R(2),M.R(-2))*CF.A(0,0,(M.R(0+45*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
Animate('RH',CF.N(.5-.8*M.S(Sine/WsFactor)*Vec.X,-1.8-.3*M.C(Sine/WsFactor),-0.25+1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-75-55*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.Z,M.R(-2),M.R(2))*CF.A(0,0,(M.R(0-45*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
elseif(State == 'Walk' and Running) then
local Alpha = 0.15
Animate('RJ',CF.N(0,-.2+.1*M.C(Sine/(WsFactor/1)),-.1*Vec.Z)*CF.A(M.R(-15-5*M.S(Sine/(WsFactor/1)))*Vec.Z,M.R(0+15*M.C(Sine/WsFactor)),M.R(0)*Vec.X),Alpha,'Lerp')
Animate('NK',CF.N(0, 1.45+0.04*M.S(Sine/20), 0)*CF.A(M.R(1.5*M.S(Sine/24)),0,0),0.2,'Lerp')
Animate('RS', CF.N(1.45, 0.5, 0) * CF.A(M.R(145+0.3*Vec.X),M.R(0+4*M.S(Sine/24)*Vec.X),0), 0.2, 'Lerp')
Animate('LS', CF.N(-1.45,0.5,0.75*M.S(Sine/(WsFactor/1))) * CF.A(M.R(45+-90*M.S(Sine/(WsFactor/1))), M.R(25*M.S(Sine/(WsFactor/1))), M.R(-25*M.S(Sine/(WsFactor/1)))), 0.2,'Lerp')
Animate('LH',CF.N(-.5+.8*M.S(Sine/WsFactor)*Vec.X,-1.8+.3*M.C(Sine/WsFactor),-.2-1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-15+55*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.Z,M.R(2),M.R(-2))*CF.A(0,0,(M.R(0+45*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
Animate('RH',CF.N(.5-.8*M.S(Sine/WsFactor)*Vec.X,-1.8-.3*M.C(Sine/WsFactor),-.2+1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-15-55*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.Z,M.R(-2),M.R(2))*CF.A(0,0,(M.R(0-45*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
elseif(State == 'Walk')then
local Alpha = 0.15
Animate('RJ',CF.N(0,-.2+.1*M.C(Sine/(WsFactor/2)),-.1*Vec.Z)*CF.A(M.R(-10-3*M.S(Sine/(WsFactor/2)))*Vec.Z,M.R(0+5*M.S(Sine/WsFactor)),M.R(-25)*Vec.X),Alpha,'Lerp')
Animate('NK', CF.N(0, 1.45+0.04*M.S(Sine/20),0) * CF.A(M.R(1.5*M.S(Sine/24)), M.R(2*M.S(Sine/24)), 0), 0.2, 'Lerp')
Animate('RS', CF.N(0.65,0.25,0)*CF.A(M.R(90+3*M.S(Sine/24)), M.R(15+2*M.S(Sine/24)), M.R(0+2*M.C(Sine/24))), 0.2, 'Lerp')
Animate('LS', CF.N(-0.5,0.05,-1)*CF.A(M.R(115-3*M.S(Sine/24)), M.R(0+2*M.S(Sine/24)), M.R(45-2*M.C(Sine/24))), 0.2, 'Lerp')
Animate('LH',CF.N(-.5+.8*M.S(Sine/WsFactor)*Vec.X,-1.8+.3*M.C(Sine/WsFactor),-.1-1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-10+55*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.Z,M.R(2),M.R(-2))*CF.A(0,0,(M.R(0+45*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
Animate('RH',CF.N(.5-.8*M.S(Sine/WsFactor)*Vec.X,-1.8-.3*M.C(Sine/WsFactor),-.1+1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-10-55*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.Z,M.R(-2),M.R(2))*CF.A(0,0,(M.R(0-45*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
elseif(State == 'Jump')then
Animate('RJ', CF.N(0, -0.1, 0) * CF.A(M.R(-20),0,0), 0.15,'Lerp')
Animate('NK', CF.N(0,1.35,0) * CF.A(M.R(-10),0,0),0.15,'Lerp')
Animate('RS', CF.N(1,0.4,-1) * CF.A(M.R(80), M.R(45), M.R(-85)),0.15,'Lerp')
Animate('LS', CF.N(-1.15,0.1,-0.1) * CF.A(M.R(40), M.R(55), M.R(-15)),0.15,'Lerp')
Animate('RH', CF.N(0.75,-2,0.75) * CF.A(M.R(-50), M.R(-10), M.R(10)),0.15,'Lerp')
Animate('LH', CF.N(-0.45,-2,-0.65) * CF.A(M.R(-15),0,0),0.15,'Lerp')
elseif(State == 'Fall')then
Animate('RJ', CF.N(0,0.2,0) * CF.A(M.R(-5),0,0),0.2,'Lerp')
Animate('NK', CF.N(0,1.5,0) * CF.A(M.R(0),0,0),0.2,'Lerp')
Animate('RS', CF.N(1,0.5,-1) * CF.A(M.R(85), M.R(45), M.R(-85)),0.2,'Lerp')
Animate('LS', CF.N(-1.15,0.15,-0.1) * CF.A(M.R(45), M.R(55), M.R(-15)),0.2,'Lerp')
Animate('RH', CF.N(0.75,-1.6,0.75) * CF.A(M.R(-30), M.R(-5), M.R(5)),0.2,'Lerp')
Animate('LH', CF.N(-0.45,-1.6,-0.65) * CF.A(M.R(-8),0,0),0.2,'Lerp')
end
else
if(State == 'Idle' and Crouching) then
local Alpha = 0.15
Animate('RJ',CF.N(0.05*M.S(Sine/40),-0.75+0.05*M.S(Sine/40),0.02*M.C(Sine/32)) * CF.A(M.R(1*M.S(Sine/32)),0,M.R(1*M.S(Sine/36))) ,Alpha, 'Lerp')
Animate('NK',CF.N(0,1.45+0.03*M.S(Sine/36),0) * CF.A(M.R(2*M.S(Sine/28)),M.R(1*M.S(Sine/40)),M.R(-1*M.S(Sine/32))), Alpha, 'Lerp')
Animate('RS',CF.N(1.45+0*M.S(Sine/24),-0.35+0*M.S(Sine/24), -0.5+0*M.S(Sine/24)) * CF.A(M.R(145+0*M.S(Sine/24)), M.R(15+0*M.S(Sine/24)) ,M.R(-12+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LS',CF.N(-1+0*M.S(Sine/24),0.15+0*M.S(Sine/24), -1+0*M.S(Sine/24)) * CF.A(M.R(125+0*M.S(Sine/24)), M.R(0+0*M.S(Sine/24)) ,M.R(35+0*M.S(Sine/24))),0.2,'Lerp')
Animate('RH',CF.N(0.45,-1.95+0.05*M.S(Sine/38),-0.5) * CF.A(M.R(-25+2*M.S(Sine/30)),0,0),Alpha,'Lerp')
Animate('LH',CF.N(-0.45,-2.34+0.05*M.S(Sine/38),0.5) * CF.A(M.R(-65+2*M.S(Sine/30)),0,0),Alpha,'Lerp')
elseif(State == 'Idle')then
local Alpha = 0.15
Animate('RJ',CF.N(0,0.08*M.S(Sine/20),0)*CF.A(M.R(-15+1*M.S(Sine/28)), M.R(1*M.S(Sine/24)),0),0.2,'Lerp')
Animate('NK',CF.N(0,1.45+0.04*M.S(Sine/20),0)*CF.A(M.R(1.5*M.S(Sine/24)),0,0),0.2,'Lerp')
Animate('RS',CF.N(1.45+0*M.S(Sine/24),-0.35+0*M.S(Sine/24), -0.5+0*M.S(Sine/24)) * CF.A(M.R(145+0*M.S(Sine/24)), M.R(15+0*M.S(Sine/24)) ,M.R(-12+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LS',CF.N(-1+0*M.S(Sine/24),0.15+0*M.S(Sine/24), -1+0*M.S(Sine/24)) * CF.A(M.R(125+0*M.S(Sine/24)), M.R(0+0*M.S(Sine/24)) ,M.R(35+0*M.S(Sine/24))),0.2,'Lerp')
Animate('RH',CF.N(0.75,-1.95,0.75)*CF.A(M.R(-45+0.5*M.S(Sine/28)), M.R(-15+0.5*M.S(Sine/24)), M.R(12+0.5*M.S(Sine/20))),0.2,'Lerp')
Animate('LH',CF.N(-0.45,-1.95,-0.65)*CF.A(M.R(-12+0.5*M.S(Sine/28)),0,0),0.2,'Lerp')
elseif(State == 'Walk' and Crouching) then
local Alpha = 0.15
Animate('NK',CF.N(0,1.45+0.03*M.S(Sine/36),0) * CF.A(M.R(2*M.S(Sine/28)),M.R(1*M.S(Sine/40)),M.R(-1*M.S(Sine/32))),0.25,'Lerp')
Animate('RJ', CF.N(0, -0.5 + 0.1*M.C(Sine/(WsFactor/2)), -0.1*Vec.Z) * CF.A(M.R(-20 - 5*M.S(Sine/(WsFactor/2)))*Vec.Z/4, M.R(0 + 8*M.S(Sine/WsFactor/4)), M.R(-30)*Vec.X/4), Alpha, 'Lerp')
Animate('RS',CF.N(1.45+0*M.S(Sine/24),-0.35+0*M.S(Sine/24), -0.5+0*M.S(Sine/24)) * CF.A(M.R(145+0*M.S(Sine/24)), M.R(15+0*M.S(Sine/24)) ,M.R(-12+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LS',CF.N(-1+0*M.S(Sine/24),0.15+0*M.S(Sine/24), -1+0*M.S(Sine/24)) * CF.A(M.R(125+0*M.S(Sine/24)), M.R(0+0*M.S(Sine/24)) ,M.R(35+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LH',CF.N(-.5+.8*M.S(Sine/WsFactor)*Vec.X,-1.8+.3*M.C(Sine/WsFactor),-0.35-1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-75+55*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.Z,M.R(2),M.R(-2))*CF.A(0,0,(M.R(0+45*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
Animate('RH',CF.N(.5-.8*M.S(Sine/WsFactor)*Vec.X,-1.8-.3*M.C(Sine/WsFactor),-0.25+1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-75-55*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.Z,M.R(-2),M.R(2))*CF.A(0,0,(M.R(0-45*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
elseif(State == 'Walk' and Running) then
local Alpha = 0.15
Animate('RJ',CF.N(0,-.2+.1*M.C(Sine/(WsFactor/2)),-.1*Vec.Z)*CF.A(M.R(-10-3*M.S(Sine/(WsFactor/2)))*Vec.Z,M.R(0+5*M.S(Sine/WsFactor)),M.R(-15)*Vec.X),Alpha,'Lerp')
Animate('NK',CF.N(0, 1.45+0.04*M.S(Sine/20), 0)*CF.A(M.R(1.5*M.S(Sine/24)),0,0),0.2,'Lerp')
Animate('RS',CF.N(1.45+0*M.S(Sine/24),-0.35+0*M.S(Sine/24), -0.5+0*M.S(Sine/24)) * CF.A(M.R(145+0*M.S(Sine/24)), M.R(15+0*M.S(Sine/24)) ,M.R(-12+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LS',CF.N(-1+0*M.S(Sine/24),0.15+0*M.S(Sine/24), -1+0*M.S(Sine/24)) * CF.A(M.R(125+0*M.S(Sine/24)), M.R(0+0*M.S(Sine/24)) ,M.R(35+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LH',CF.N(-.5+.8*M.S(Sine/WsFactor)*Vec.X,-1.8+.3*M.C(Sine/WsFactor),-.2-1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-15+55*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.Z,M.R(2),M.R(-2))*CF.A(0,0,(M.R(0+45*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
Animate('RH',CF.N(.5-.8*M.S(Sine/WsFactor)*Vec.X,-1.8-.3*M.C(Sine/WsFactor),-.2+1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-15-55*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.Z,M.R(-2),M.R(2))*CF.A(0,0,(M.R(0-45*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
elseif(State == 'Walk')then
local Alpha = 0.15
Animate('RJ',CF.N(0,-.2+.1*M.C(Sine/(WsFactor/2)),-.1*Vec.Z)*CF.A(M.R(-10-3*M.S(Sine/(WsFactor/2)))*Vec.Z,M.R(0+5*M.S(Sine/WsFactor)),M.R(-25)*Vec.X),Alpha,'Lerp')
Animate('NK', CF.N(0, 1.45+0.04*M.S(Sine/20),0) * CF.A(M.R(1.5*M.S(Sine/24)), M.R(2*M.S(Sine/24)), 0), 0.2, 'Lerp')
Animate('RS',CF.N(1.45+0*M.S(Sine/24),-0.35+0*M.S(Sine/24), -0.5+0*M.S(Sine/24)) * CF.A(M.R(145+0*M.S(Sine/24)), M.R(15+0*M.S(Sine/24)) ,M.R(-12+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LS',CF.N(-1+0*M.S(Sine/24),0.15+0*M.S(Sine/24), -1+0*M.S(Sine/24)) * CF.A(M.R(125+0*M.S(Sine/24)), M.R(0+0*M.S(Sine/24)) ,M.R(35+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LH',CF.N(-.5+.8*M.S(Sine/WsFactor)*Vec.X,-1.8+.3*M.C(Sine/WsFactor),-.1-1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-10+55*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.Z,M.R(2),M.R(-2))*CF.A(0,0,(M.R(0+45*M.S(Sine/WsFactor))+M.R(0-15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
Animate('RH',CF.N(.5-.8*M.S(Sine/WsFactor)*Vec.X,-1.8-.3*M.C(Sine/WsFactor),-.1+1.25*M.S(Sine/WsFactor)*Vec.Z)*CF.A((M.R(-10-55*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.Z,M.R(-2),M.R(2))*CF.A(0,0,(M.R(0-45*M.S(Sine/WsFactor))+M.R(0+15*M.C(Sine/WsFactor)))*Vec.X),Alpha,'Lerp')
elseif(State == 'Jump')then
local idk = math.min(math.max(Root.Velocity.Y/75,-M.R(45)),M.R(45))
Animate('RJ', CF.N(0, -0.1, 0) * CF.A(M.R(-20),0,0), 0.15,'Lerp')
Animate('NK', CF.N(0,1.35,0) * CF.A(M.R(-10),0,0),0.15,'Lerp')
Animate('RS',CF.N(1.45+0*M.S(Sine/24),-0.35+0*M.S(Sine/24), -0.5+0*M.S(Sine/24)) * CF.A(M.R(145+0*M.S(Sine/24)), M.R(15+0*M.S(Sine/24)) ,M.R(-12+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LS',CF.N(-1+0*M.S(Sine/24),0.15+0*M.S(Sine/24), -1+0*M.S(Sine/24)) * CF.A(M.R(125+0*M.S(Sine/24)), M.R(0+0*M.S(Sine/24)) ,M.R(35+0*M.S(Sine/24))),0.2,'Lerp')
Animate('RH', CF.N(0.75,-2,0.75) * CF.A(M.R(-50), M.R(-10), M.R(10)),0.15,'Lerp')
Animate('LH', CF.N(-0.45,-2,-0.65) * CF.A(M.R(-15),0,0),0.15,'Lerp')
elseif(State == 'Fall')then
Animate('RJ', CF.N(0,0.2,0) * CF.A(M.R(-5),0,0),0.2,'Lerp')
Animate('NK', CF.N(0,1.5,0) * CF.A(M.R(0),0,0),0.2,'Lerp')
Animate('RS',CF.N(1.45+0*M.S(Sine/24),-0.35+0*M.S(Sine/24), -0.5+0*M.S(Sine/24)) * CF.A(M.R(145+0*M.S(Sine/24)), M.R(15+0*M.S(Sine/24)) ,M.R(-12+0*M.S(Sine/24))),0.2,'Lerp')
Animate('LS',CF.N(-1+0*M.S(Sine/24),0.15+0*M.S(Sine/24), -1+0*M.S(Sine/24)) * CF.A(M.R(125+0*M.S(Sine/24)), M.R(0+0*M.S(Sine/24)) ,M.R(35+0*M.S(Sine/24))),0.2,'Lerp')
Animate('RH', CF.N(0.75,-1.6,0.75) * CF.A(M.R(-30), M.R(-5), M.R(5)),0.2,'Lerp')
Animate('LH', CF.N(-0.45,-1.6,-0.65) * CF.A(M.R(-8),0,0),0.2,'Lerp')
end
end
end
fwait()
end)
-- clean up
table.insert(Connections, KeyDown)
table.insert(Connections, KeyUp)
table.insert(Connections, RunServiceConnection)
local CleanUp = function()
Stop()
GUI:Destroy()
for i, v in Connections do
print(v)
v:Disconnect()
end
end
local Respawn = Instance.new("BindableEvent")
Respawn.Event:Once(function() CleanUp() end)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", Respawn)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: gist.githubusercontent.com, dn720307.ca.archive.org, raw.githubusercontent.com.
Credits Melon - Created this script Emper - Created the reanimation used Nebula_Zoroark - Created the animation lerp base Note: the original code for this script was god awful so if there's bugs pls let me know so i can fix them (ps the original is from 2024 i think so you can imagine how bad it was before i recently edited it) the code may be unoptimized at some parts and uses a lot of if statements ive learned a lot since i initially made this so my upcoming scripts are a lot better mostly just wanted to finish the script so it wasnt left rotting in my files. (not to mention i didnt wanna fully remake/rewrite this script so i just built over it) Free hats (rifle updated by @gojoissigma_13913): // Rifle P1: https://www.roblox.com/catalog/15254947445/24k-Gold-Plunger // Rifle P2: https://www.roblox.com/catalog/5552252553/Kinetic-Staff // Knife: https://www.roblox.com/catalog/11702906576/Battle-Beam Free rig: // https://www.roblox.com/catalog/3033910400/International-Fedora-Germany // https://www.roblox.com/catalog/3409612660/International-Fedora-USA // https://www.roblox.com/catalog/3398308134/International-Fedora-Canada // https://ww