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| 17 Aug 2012 03:16 PM |
Players = game:GetService("Players")
Me = Players.lilaroseanna
Char = Me.Character
necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
Asset = "http://www.roblox.com/asset/?id="
EffectModel = n
BN = BrickColor.new
CN = CFrame.new
CA = CFrame.Angles
MR = math.rad
MRA = math.random
MP = math.pi
MH = math.huge
UD = UDim2.new
function RC(Pos, Dir, Max, Ignore)
return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999)), Ignore)
end
function RayC(Start, En, MaxDist, Ignore)
return RC(Start, (En - Start), MaxDist, Ignore)
end
function ComputePos(pos1, pos2)
return CN(pos1, V3(pos2.x, pos1.y, pos2.z))
end
function DetectSurface(pos, part)
local surface = nil
local pospos = part.CFrame
local pos2 = pospos:pointToObjectSpace(pos)
local siz = part.Size
local shaep = part.Shape
if shaep == Enum.PartType.Ball or shaep == Enum.PartType.Cylinder then
surface = {"Anything", CN(pospos.p, pos)*CN(0, 0, -(pospos.p - pos).magnitude+0.12)*CA(MR(-90), 0, 0)}
else
if pos2.Y > ((siz.Y/2)-0.01) then
surface = {"Top", CA(0, 0, 0)}
elseif pos2.Y < -((siz.Y/2)-0.01) then
surface = {"Bottom", CA(-MP, 0, 0)}
elseif pos2.X > ((siz.X/2)-0.01) then
surface = {"Right", CA(0, 0, MR(-90))}
elseif pos2.X < -((siz.X/2)-0.01) then
surface = {"Left", CA(0, 0, MR(90))}
elseif pos2.Z > ((siz.Z/2)-0.01) then
surface = {"Back", CA(MR(90), 0, 0)}
elseif pos2.Z < -((siz.Z/2)-0.01) then
surface = {"Front", CA(MR(-90), 0, 0)}
end
end
return surface
end
function Compute(pos1, pos2)
local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)
return CN(pos1, pos3)
end
function waitChild(n, p)
local c = p:findFirstChild(n)
if c then return c end
while true do
c = p.ChildAdded:wait()
if c.Name == n then return c end
end
end
function Notime(func)
coroutine.resume(coroutine.create(function()
func()
end))
end
local C3 = Color3.new
local UD = UDim2.new
local V2 = Vector2.new
Torso = waitChild("Torso", Char)
Head = waitChild("Head", Char)
Rarm = waitChild("Right Arm", Char)
Larm = waitChild("Left Arm", Char)
Rleg = waitChild("Right Leg", Char)
Lleg = waitChild("Left Leg", Char)
Neck = waitChild("Neck", Torso)
Hum = waitChild("Humanoid", Char)
RSH = waitChild("Right Shoulder", Torso)
LSH = waitChild("Left Shoulder", Torso)
RH = waitChild("Right Hip", Torso)
LH = waitChild("Left Hip", Torso)
RSH.Part0 = Torso
LSH.Part0 = Torso
RH.Part0 = Torso
LH.Part0 = Torso
local Classes = {"Frame", "ImageLabel", "ImageButton", "TextLabel", "TextButton", "TextBox"}
function Make(Class, Par, Size, Pos, Color, Trans, Border, Borderc, Txt, TxtC, Img)
local Mk = "Frame"
for _,v in pairs(Classes) do
if Class == v then
Mk = v
end
end
local g = Instance.new(Mk)
g.Size = Size
g.Position = Pos
g.BackgroundColor3 = Color
g.Transparency = Trans
g.BorderSizePixel = Border
g.BorderColor3 = Borderc
if Mk == "TextButton" or Mk == "TextLabel" or Mk == "TextBox" then
g.Text = Txt
g.TextColor3 = TxtC
elseif Mk == "ImageLabel" or Mk == "ImageButton" then
g.Image = Img
end
g.Parent = Par
return g
end
Gui = Me:findFirstChild("PlayerGui")
if Gui then
for _,v in pairs(Gui:children()) do if v.Name == "Weapon GUI" then v:remove() end end
end
Screen = Instance.new("ScreenGui")
Screen.Name = "Weapon GUI"
AmmoTable = {}
AccuracyGuis = {}
lul = {
{unit = V2(0, -1), size = V2(2, 25), offset = V2(-1, -1-25)},
{unit = V2(1, 0), size = V2(25, 2), offset = V2(1, -1)},
{unit = V2(0, 1), size = V2(2, 25), offset = V2(-1, -1)},
{unit = V2(-1, 0), size = V2(25, 2), offset = V2(-1-25, -1)}
}
Main = Make("Frame", Screen, UD(0, 175, 0, 20), UD(1, -185-60, 1, -30), C3(0.25, 0.25, 0.3), 0.6, 0, C3())
for i = 1, Ammunition.MaxAmmo, 1 do
local Fr = Make("Frame", Main, UD(0, 8, 0, 14), UD(1, -12*i, 0, -14-6), C3(0.25, 0.25, 0.3), 0.6, 0, C3())
table.insert(AmmoTable, Fr)
end
AmmoAtm = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(0, 8, 0.5, 0), C3(), 0, 0, C3(), "0", C3(1, 1, 1))
AmmoAtm.BackgroundTransparency = 1
AmmoAtm.TextXAlignment = "Left"
AmmoAtm.Font = "ArialBold"
AmmoAtm.FontSize = "Size18"
AmmoLeft = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(1, -8, 0.5, 0), C3(), 0, 0, C3(), "40", C3(1, 1, 1))
AmmoLeft.BackgroundTransparency = 1
AmmoLeft.TextXAlignment = "Right"
AmmoLeft.Font = "ArialBold"
AmmoLeft.FontSize = "Size18"
ReloadGui = Make("TextLabel", Main, UD(0, 0, 0, 0), UD(1, -12, 0, -40), C3(), 1, 0, C3(), "RELOAD", C3(1, 0.25, 0.1))
ReloadGui.TextXAlignment = "Right"
ReloadGui.Font = "ArialBold"
ReloadGui.FontSize = "Size24"
for _, prop in pairs(lul) do
local g = Make("Frame", Screen, UD(0, prop.size.x, 0, prop.size.y), UD(0.5, prop.offset.x, 0.5, prop.offset.y), C3(0.8, 0.8, 0.9), 1, 0, C3())
table.insert(AccuracyGuis, {Gui = g, props = prop})
end
Screen.Parent = Gui
local Offset = 0.1
local Thing = 1
local Speed1 = 0.1
local Speed2 = 0
local TempAcc = 0
local AccTimesMax = 17
local AccTime = 1.25
local AccTimes = AccTimesMax
local AccOn = false
function AddInaccuracy(Acc)
TempAcc = Acc
end
Notime(function()
while true do
ReNew()
AmmoAtm.Text = Ammunition.Ammo
AmmoLeft.Text = Ammunition.Ammoleft
for i,v in pairs(AmmoTable) do
v.Transparency = 1
end
for i = 1, Ammunition.Ammo do
AmmoTable[i].Transparency = 0.6
end
if Ammunition.Ammo <= Ammunition.MaxAmmo/4 then ReloadFlash = true else ReloadFlash = false end
local Speed = Torso.Velocity.magnitude
Offset = 0
if Speed > 1 then
Speed1 = Speed
Thing = Thing*1.2
else
Speed2 = Speed
local lol = 1.4
if AccOn then lol = AccTime end
Thing = Thing/lol
end
if TempAcc ~= 0 then
Speed1 = TempAcc
Thing = TempAcc/2
AccOn = true
if TempAcc ~= 0 then
AccTimes = AccTimes - 1
if AccTimes < 1 then AccTimes = AccTimesMax Notime(function() wait(0.4) AccOn = false end) TempAcc = 0 end
end
end
if Thing < 1 then Thing = 1 elseif Thing > 14 then Thing = 14 end
Offset = Accuracy.Minimum + ((Speed1 - Speed1/Thing)/(Speed1 - Speed1/14))*Accuracy.Maximum
Accuracy.Momentum = Offset
wait()
end
end)
Notime(function()
while true do
if ReloadFlash then
if ReloadOn then
ReloadOn = false
ReloadGui.Transparency = 1
else
ReloadOn = true
ReloadGui.Transparency = 0
end
else
ReloadGui.Transparency = 1
end
wait(0.4)
end
end)
Add = {
Head = function(P, Scale)
local m = Instance.new("SpecialMesh")
m.MeshType = "Head"
m.Scale = Scale or V3(1, 1, 1)
m.Parent = P
return m
end,
Sphere = function(P, Scale)
local m = Instance.new("SpecialMesh")
m.MeshType = "Sphere"
m.Scale = Scale or V3(1, 1, 1)
m.Parent = P
return m
end,
Wedge = function(P, Scale)
local m = Instance.new("SpecialMesh")
m.MeshType = "Wedge"
m.Scale = Scale or V3(1, 1, 1)
m.Parent = P
return m
end,
Block = function(P, Scale, Bevel)
local m = Instance.new("BlockMesh")
m.Bevel = Bevel
m.Scale = Scale or V3(1,1,1)
m.Parent = P
return m
end
}
for _,v in pairs(Sounds) do
ContentProvider:Preload(v.Id)
end
function PlaySound(Sound, bool)
Pitch = Sound.Pitch
if bool then
Pitch = MRA((Sound.Pitch*0.75)*1000, (Sound.Pitch*1.15)*1000)/1000
end
local a = Instance.new("Sound")
a.SoundId = Sound.Id
a.Volume = Sound.Volume
a.Pitch = Pitch
a.Name = "FX"
a.Parent = Torso
a:play()
Notime(function()
wait(1)
a:remove()
end)
end
function GetParts(pos, dist)
local parts = {}
local function o(p)
for _,v in pairs(p:children()) do
if v:IsA("BasePart") then
if (pos - v.Position).magnitude <= dist then
table.insert(parts, {v, (pos - v.Position).magnitude, v.Anchored})
end
end
o(v)
end
end
o(workspace)
return parts
end
function GetHum(P)
for _,v in pairs(P:children()) do
if v:IsA("Humanoid") then
if v.Health > 0 then
return v
end
end
end
end
function GetGroup(Pos, Distance, Hit)
local tab = {}
for _,v in pairs(workspace:children()) do
local h = GetHum(v)
local t = v:findFirstChild("Torso")
if h and t and v ~= Hit.Parent then
if (t.Position - Pos).magnitude <= Distance then
table.insert(tab, {h, v, (t.Position - Pos).magnitude})
end
end
end
if Hit then
local h = GetHum(Hit.Parent)
if h then
table.insert(tab, {h, Hit.Parent, 0})
end
end
return tab
end
function Part(Par, Anc, Colli, Tran, Ref, Col, Siz)
local p = Instance.new("Part")
p.formFactor = "Custom"
p.TopSurface = 0
p.BottomSurface = 0
p.Transparency = Tran
p.Reflectance = Ref
p.Anchored = Anc
p.CanCollide = Colli
p.BrickColor = Col
p.Size = Siz
p.Locked = true
p.Parent = Par
p:BreakJoints()
return p
end
function Weld(P0, P1, C0, C1)
local w = Instance.new("Weld")
w.Part0 = P0
w.Part1 = P1
if C0 then
w.C0 = C0
end
if C1 then
w.C1 = C1
end
w.Parent = P0
return w
end
for _,v in pairs(Char:children()) do
if v.Name == ModelName then
v:remove()
end
end
for _,v in pairs(Char:children()) do if v.Name == ModelName then v:remove() end end
Model = Instance.new("Model")
Model.Name = ModelName
FTorso = Part(Model, false, false, 1, 0, Torso.BrickColor, V3(2, 2, 1))
FW = Weld(Torso, FTorso)
RAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
LAB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
RLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
LLB = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
RABW = Weld(Torso, RAB, CN(), CN(-1.5, -0.5, 0))
LABW = Weld(Torso, LAB, CN(), CN(1.5, -0.5, 0))
RLBW = Weld(Torso, RLB, CN(), CN(-0.5, 1, 0))
LLBW = Weld(Torso, LLB, CN(), CN(0.5, 1, 0))
RAW = Weld(RAB, nil, CN(), CN(0, 0.5, 0))
LAW = Weld(LAB, nil, CN(), CN(0, 0.5, 0))
RLW = Weld(RLB, nil, CN(), CN(0, 1, 0))
LLW = Weld(LLB, nil, CN(), CN(0, 1, 0))
TW = Weld(Torso, nil, CN(-0.4, -1.5, 0.7), CA(MR(55), MR(-90), MR(0)))
local FH = Instance.new("Humanoid",Model)
FH.PlatformStand = true
FH.MaxHealth = math.huge
FH.Health = math.huge
pcall(function() Torso:findFirstChild("Shirt"):clone().Parent = Model end)
local hh = Part(Model, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
hh.Name = "Head"
Weld(FTorso, hh)
Weapon = Instance.new("Model")
Weapon.Name = "Weapon"
HB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
HBW = Weld(Rarm, HB, CN(0, -0.7, 0), CA(MR(-90), MR(180), 0))
HW = Weld(HB, nil, CA(MR(38), MR(-28), MR(-90)) * CN(0, -0.2, -3.8))
LHB = Part(Weapon, false, false, 1, 0, BN("White"), V3(0.2, 0.2, 0.2))
LHBW = Weld(Larm, LHB, CN(0, -0.7, 0), CA(MR(-90), MR(180), 0))
LHW = Weld(LHB, nil, CA(MR(-2), MR(30), MR(-3)) * CN(-0.1, 0.32, -0.24))
LHWK = Weld(LHB, nil, CA(MR(170), 0, 0))
Handle = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.9, 0.9))
TW.Part1 = Handle
Handle2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.6, 1.6))
Weld(Handle, Handle2, CA(MR(-45), 0, 0), CN(0, 0.5, -0.4))
Handle3 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.7, 1.3))
Weld(Handle2, Handle3, CA(MR(45), 0, 0), CN(0, -0.4, -0.9))
Pipe1 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.3, 0.3, 3.2))
Add.Block(Pipe1, V3(1,1,1), 0.08)
Weld(Handle3, Pipe1, CN(0, 0.15, 1.6+0.55))
Pipe2 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.3, 0.3, 1.7))
Add.Block(Pipe2, V3(1,1,1), 0.08)
Weld(Handle3, Pipe2, CN(0, -0.15, 0.85+0.55))
Pipe3 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.25, 0.25, 1.6))
Add.Block(Pipe3, V3(1,1,1), 0.065)
Weld(Pipe2, Pipe3, CN(0, 0, 0.8+0.7))
Pump = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.45, 0.45, 1.1))
Add.Block(Pump, V3(1,1,1), 0.225/2)
PumpWeld = Weld(Pipe2, Pump, CN(0, 0, 0.6), CN(0, 0, 0))
Pump2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.5, 0.5, 0.3))
Add.Block(Pump, V3(1,1,1), 0.13)
Weld(Pump, Pump2, CN(0, 0, -0.5))
for degrees = -20, 200, 20 do
local Derp = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2))
Add.Block(Derp, V3(0.4,0.6,0.4), 0.02)
Weld(Handle3, Derp, CN(0, -0.45, -0.32) * CA(MR(degrees), 0, 0), CN(0, 0, -0.2))
end
Derp = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.3))
Add.Block(Derp, V3(0.4,1,1), 0.02)
Weld(Handle3, Derp, CN(0, 0, -0.32) * CA(MR(-20), 0, 0), CN(0, 0.45, -0.2))
Trigger = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.2, 0.3, 0.2))
Add.Block(Trigger, V3(0.5, 0.9, 0.3), 0.02)
TriggerWeld = Weld(Handle3, Trigger, CN(0, -0.45, -0.4) * CA(MR(2), 0, 0))
Aim = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.3, 0.2, 0.7))
Add.Block(Aim, V3(1,0.7,1), 0.05)
Weld(Pipe1, Aim, CN(0, 0.12, 1.1))
Aim1 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2))
Add.Block(Aim1, V3(0.3, 0.7, 0.5))
Weld(Aim, Aim1, CN(-.1, 0.1, -0.25))
Aim2 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2))
Add.Block(Aim2, V3(0.3, 0.7, 0.5))
Weld(Aim, Aim2, CN(.1, 0.1, -0.25))
Aim3 = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.2, 0.2))
Add.Block(Aim3, V3(0.3, 0.7, 0.5))
Weld(Aim, Aim3, CN(0, 0.1, 0.25))
BulletFlip = Part(Weapon, false, false, 0, 0, BN("Light grey"), V3(0.2, 0.3, 0.6))
Flip = Weld(Handle3, BulletFlip, CN(-0.18, 0.1, 0.2) * CA(0, MR(-10), 0))
---POCKET
BeltWelds = {}
BeltK = nil
for i = -0.5, 0.5, 1 do
local Belt = Part(Weapon, false, false, 0, 0, BN("Black"), V3(2.1, 0.3, 0.2))
table.insert(BeltWelds, Weld(Torso, Belt, CN(0, -0.9, i)))
end
for i = 1, -1, -2 do
local Belt = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.2, 0.3, 1.1))
table.insert(BeltWelds, Weld(Torso, Belt, CN(i, -0.9, 0)))
BeltK = Belt
end
for i = -0.25, 0.25, 0.5 do
local Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.1, 0.9, 0.2))
table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.2, -0.8) * CA(0, MR(-15), 0), CN(0, 0, i)))
end
for i = -0.5, 0.5, 1 do
local Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.6, 0.9, 0.2))
table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.2, -0.8) * CA(0, MR(-15)+MP/2, 0), CN(0, 0, i)))
end
Pocket = Part(Weapon, false, false, 0, 0, BN("Black"), V3(1.1, 0.2, 0.6))
table.insert(BeltWelds, Weld(Torso, Pocket, CN(0.8, -1.6, -0.8) * CA(0, MR(-15), 0)))
function Shell(P)
local Shel = Instance.new("Model")
local Back = Part(Shel, false, false, 0, 0, BN("Bright yellow"), V3(0.3, 0.3, 0.25))
local Main = Part(Shel, false, false, 0, 0, BN("Bright red"), V3(0.3, 0.3, 0.4))
Add.Block(Back, V3(1,1,1), 0.077)
Add.Block(Main, V3(1,1,1), 0.077)
Weld(Main, Back, CN(0, 0, -0.225))
Shel.Parent = P
return {Model = Shel, Back = Back, Main = Main}
end
for y = 0.15, 0.65, 0.25 do
for x = -0.12, 0.13, 0.24 do
for z = -0.25, 0.26, 0.5 do
local sh = Shell(Weapon)
Weld(Pocket, sh.Main, CN(z-0.05, y, x), CA(0, MP/2, 0))
end
end
end
KnifeSheath = Part(Weapon, false, false, 0, 0, BN("Black"), V3(0.3, 0.9, 0.6))
SheathWeld = Weld(BeltK, KnifeSheath, CN(-0.2, -0.3, -0.25) * CA(MR(-20), 0, 0))
KnifeHandle = Part(Weapon, false, false, 0, 0, BN("Really black"), V3(0.3, 0.6, 0.3))
KnifeWeld = Weld(KnifeSheath, KnifeHandle, CA(MP, 0, 0), CN(0, 0.9, 0))
KnifeHandle2 = Part(Weapon, false, false, 0, 0, BN("Dark grey"), V3(0.3, 0.2, 0.4))
Weld(KnifeHandle, KnifeHandle2, CN(0, 0.35, 0))
KnifeBlade1 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.2, 0.8, 0.3))
Add.Block(KnifeBlade1, V3(0.4, 1, 1), 0.05)
Weld(KnifeHandle2, KnifeBlade1, CN(0, 0.42, 0))
KnifeBlade2 = Part(Weapon, false, false, 0, 0.1, BN("Light grey"), V3(0.2, 0.24, 0.24))
Add.Block(KnifeBlade2, V3(0.4, 1, 1), 0.05)
Weld(KnifeBlade1, KnifeBlade2, CN(0, 0.32, 0), CA(MR(45), 0, 0))
function Show_Damage(P, D, Area)
local mo = Instance.new("Model")
mo.Name = D
local p = Part(mo, true, false, 0, 0, BN("Bright red"), V3(0.2, 0.2, 0.2))
p.Name = "Head"
local m = Instance.new("SpecialMesh")
m.MeshType = "Brick"
m.Scale = Vector3.new(3.5, 2.3, 3.5)
m.Parent = p
local h = Instance.new("Humanoid")
h.Health = 0
h.MaxHealth = 0
h.Name = "asd"
h.Parent = mo
local nah = true
mo.Parent = workspace
local cf = CN(P) * CN(MRA(-Area*100, Area*100)/100, MRA(-Area*100, Area*100)/100, MRA(-Area*100, Area*100)/100)
p.CFrame = cf
Notime(function()
Notime(function()
for i = 0, 6, 0.03 do
wait()
p.CFrame = cf * CN(0, i, 0)
end
end)
wait(1.5)
for i = 0, 1, 0.05 do
p.Transparency = i
if nah then mo.Name = "" nah = false else mo.Name = "- "..D nah = true end
wait()
end
mo:remove()
end)
end
function Hit(part)
local H = GetHum(part.Parent)
if H and Debounce and Hurt then
Debounce = false
local Dmg = MRA(MeleeDmg/1.3, MeleeDmg)
H.Health = H.Health - Dmg
Show_Damage(KnifeBlade2.Position, Dmg, 0.1)
end
end
KnifeBlade1.Touched:connect(Hit)
KnifeBlade2.Touched:connect(Hit)
Weapon.Parent = Model
Model.Parent = Char
if script.Parent.className ~= "HopperBin" then
h = Instance.new("HopperBin", Me.Backpack)
h.Name = ToolName
script.Parent = h
end
bin = script.Parent
function Attach(t)
RSH.Part0 = t
LSH.Part0 = t
RH.Part0 = t
LH.Part0 = t
RABW.Part0 = t
LABW.Part0 = t
LLBW.Part0 = t
RLBW.Part0 = t
for _,v in pairs(BeltWelds) do
v.Part0 = t
end
if t == Torso then
FTorso.Transparency = 1
else
Torso.Transparency = 1
end
t.Transparency = 0
end
function Normal()
RAW.C0 = CA(MR(90), 0, MR(-65)) * CN(0.6, -0.9, 0)
LAW.C0 = CA(MR(85), 0, MR(-40)) * CN(0.5, -0.5, 0)
FW.C0 = CA(0, MR(-70), 0)
HW.C0 = CA(MR(0), MR(5), MR(0)) * CN(0.4, 0, -1.2)
LHW.C0 = CA(MR(-2), MR(30), MR(-3)) * CN(-0.1, 0.32, -0.24)
PumpWeld.C1 = CN(0, 0, 0)
Flip.C1 = CN(0, 0, 0)
Attach(FTorso)
LHW.Part1 = nil
TW.Part1 = nil
LHWK.Part1 = nil
KnifeWeld.Part1 = KnifeHandle
Neck.C0 = necko
HW.Part1 = Handle
end
function Swing()
Swinging = true
for i = 0.5, 1, 0.5 do
LAW.C0 = CA(MR(85-8*i), 0, MR(-40+5*i)) * CN(0.5, -0.5+0.2*i, 0)
RAW.C0 = CA(MR(90-5*i), 0, MR(-65-5*i)) * CN(0.6+0.05*i, -0.9+0.05*i, -0.1*i)
HW.C0 = CA(MR(-5*i), MR(5+5*i), MR(0)) * CN(0.4, 0, -1.2)
FW.C0 = CA(0, MR(-70+8*i), 0)
wait()
end
for i = 0.33, 1, 0.33 do
LAW.C0 = CA(MR(77-37*i), 0, MR(-35+30*i)) * CN(0.5-0.15*i, -0.3+0.3*i, 0)
RAW.C0 = CA(MR(85-15*i), 0, MR(-70-5*i)) * CN(0.65+0.15*i, -0.85+0.2*i, -0.1-0.2*i)
HW.C0 = CA(MR(-5-15*i), MR(10+10*i), MR(0)) * CN(0.4, 0, -1.2)
FW.C0 = CA(0, MR(-62+58*i), 0)
wait()
end
LHWK.Part1 = KnifeHandle
KnifeWeld.Part1 = nil
PlaySound(Sounds.Slash)
for i = 0.25, 1, 0.25 do
LAW.C0 = CA(MR(40+30*i), 0, MR(-5-45*i)) * CN(0.35-0.2*i, -0.5*i, 0)
RAW.C0 = CA(MR(70-15*i), 0, MR(-75-5*i)) * CN(0.8, -0.65+0.15*i, -0.3-0.05*i)
HW.C0 = CA(MR(-20-10*i), MR(20+5*i), MR(0)) * CN(0.4, 0, -1.2)
FW.C0 = CA(0, MR(-4+14*i), 0)
LHWK.C0 = CN(0, -0.1*i, 0.2*i) * CA(MR(170), 0, MR(-50*i))
wait()
end
Hurt = true
Debounce = true
for i = 0.25, 1, 0.25 do
LAW.C0 = CA(MR(70+20*i), 0, MR(-50+35*i)) * CN(0.15-0.05*i, -0.5-0.3*i, 0)
FW.C0 = CA(0, MR(10-60*i), 0)
LHWK.C0 = CN(0, -0.1-0.05*i, 0.2+0.1*i) * CA(MR(170), 0, MR(-50-40*i))
wait()
end
for i = 0.25, 1, 0.25 do
LAW.C0 = CA(MR(90+10*i), 0, MR(-15+15*i)) * CN(0.1, -0.9, 0)
FW.C0 = CA(0, MR(-50-40*i), 0)
LHWK.C0 = CN(0, -0.15, 0.3) * CA(MR(170), 0, MR(-90))
wait()
end
for i = 0.33, 1, 0.33 do
LAW.C0 = CA(MR(100+3*i), 0, 0) * CN(0.1, -0.9, 0)
FW.C0 = CA(0, MR(-90-6*i), 0)
LHWK.C0 = CN(0, -0.15, 0.3) * CA(MR(170), 0, MR(-90))
wait()
end
Hurt = false
wait(0.04)
for i = 0.25, 1, 0.25 do
LAW.C0 = CA(MR(103-13*i), 0, 0) * CN(0.1, -0.9+0.1*i, 0)
FW.C0 = CA(0, MR(-96+16*i), 0)
LHWK.C0 = CN(0, -0.15, 0.3-0.1*i) * CA(MR(170), 0, MR(-90+15*i))
wait()
end
for i = 0.25, 1, 0.25 do
LAW.C0 = CA(MR(90-42*i), 0, 0) * CN(0.1+0.1*i, -0.8+0.3*i, 0)
RAW.C0 = CA(MR(55+15*i), 0, MR(-80+5*i)) * CN(0.8-0.05*i, -0.5-0.1*i, -0.35+0.05*i)
FW.C0 = CA(0, MR(-80+10*i), 0)
HW.C0 = CA(MR(-30+20*i), MR(25-15*i), MR(0)) * CN(0.4, 0, -1.2)
LHWK.C0 = CN(0, -0.15, 0.2-0.45*i) * CA(MR(170), 0, MR(-75+75*i))
wait()
end
for i = 0.5, 1, 0.5 do
LAW.C0 = CA(MR(48-8*i), 0, 0) * CN(0.2+0.05*i, -0.5, 0)
RAW.C0 = CA(MR(70+10*i), 0, MR(-75+7*i)) * CN(0.75-0.05*i, -0.6-0.1*i, -0.3+0.05*i)
FW.C0 = CA(0, MR(-70), 0)
HW.C0 = CA(MR(-10+10*i), MR(10-5*i), MR(0)) * CN(0.4, 0, -1.2)
LHWK.C0 = CN(0, -0.15, -0.25-0.15*i) * CA(MR(170), 0, 0)
wait()
end
LHWK.Part1 = nil
KnifeWeld.Part1 = KnifeHandle
for i = 0.25, 1, 0.25 do
LAW.C0 = CA(MR(40+40*i), 0, MR(-30*i)) * CN(0.25+0.2*i, -0.5, 0)
RAW.C0 = CA(MR(80+10*i), 0, MR(-68+3*i)) * CN(0.7-0.1*i, -0.7-0.2*i, -0.25+0.2*i)
wait()
end
for i = 0.5, 1, 0.5 do
LAW.C0 = CA(MR(80+5*i), 0, MR(-30-10*i)) * CN(0.45+0.05*i, -0.5, -0.05+0.05*i)
RAW.C0 = CA(MR(90), 0, MR(-65)) * CN(0.6, -0.9, 0)
wait()
end
Normal()
Swinging = false
end
function Reload(once)
while Ammunition.Ammo < Ammunition.MaxAmmo and Ammunition.Ammoleft > 0 do
wait()
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(45-2*i), 0, MR(-15)) * CN(0, -0.15-0.05*i, 0)
LAW.C0 = CA(MR(50), MR(40), MR(-15)) * CN(0.5, -0.5, 0)
LHW.C0 = CA(MR(-35), MR(60), MR(-45)) * CN(-0.6, 0.2, -0.24)
wait()
end
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(43-8*i), 0, MR(-15)) * CN(0, -0.2-0.2*i, 0)
LAW.C0 = CA(MR(50), MR(40), MR(-15)) * CN(0.5, -0.5, 0)
LHW.C0 = CA(MR(-35), MR(60), MR(-45)) * CN(-0.6, 0.2, -0.24)
wait()
end
for i = 0.5, 1, 0.5 do
RAW.C0 = CA(MR(35-2*i), 0, MR(-15)) * CN(0, -0.4-0.05*i, 0)
wait()
end
local shel = Shell(Weapon)
local w = Weld(Rarm, shel.Main, CN(0, -1.25, 0.45), CA(MR(-140), 0, MR(60)))
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(33+20*i), 0, MR(-15-10*i)) * CN(0, -0.45+0.2*i, 0)
LAW.C0 = CA(MR(50-5*i), MR(40), MR(-15+5*i)) * CN(0.5, -0.5, 0)
w.C0 = CN(-0.1*i, -1.25, 0.45-0.25*i)
wait()
end
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(53+32*i), 0, MR(-25-12*i)) * CN(0, -0.25-0.3*i, 0)
LAW.C0 = CA(MR(45), MR(40), MR(-10+10*i)) * CN(0.5, -0.5+0.15*i, 0)
w.C0 = CN(-0.1-0.1*i, -1.25, 0.2-0.3*i)
w.C1 = CA(MR(-140+50*i), 0, MR(60))
wait()
end
PlaySound(Sounds.Reload, false)
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(85+10*i), 0, MR(-42-8*i)) * CN(0, -0.55-0.1*i, 0)
LAW.C0 = CA(MR(45), MR(40), 0) * CN(0.5, -0.35, 0)
w.C0 = CN(-0.2-0.05*i, -1.25, -0.1-0.1*i)
wait()
end
shel.Model:remove() shell = nil
Ammunition.Ammo = Ammunition.Ammo + 1
Ammunition.Ammoleft = Ammunition.Ammoleft - 1
wait(0.1)
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(95-10*i), 0, MR(-50+10*i)) * CN(0, -0.65+0.1*i, 0)
LAW.C0 = CA(MR(45+5*i), MR(40), MR(-12*i)) * CN(0.5, -0.35-0.1*i, 0)
wait()
end
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(85-40*i), 0, MR(-40+25*i)) * CN(0, -0.55+0.4*i, 0)
LAW.C0 = CA(MR(50), MR(40), MR(-12-3*i)) * CN(0.5, -0.45-0.05*i, 0)
wait()
end
if once then break end
if not ReloadHold then break end
end
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(45+10*i), 0, MR(-15-10*i)) * CN(0.1*i, -0.15-0.1*i, 0)
LAW.C0 = CA(MR(52+12*i), MR(40-5*i), MR(-15-5*i)) * CN(0.5, -0.5, 0)
LHW.C0 = CA(MR(-35+10*i), MR(60-10*i), MR(-45+10*i)) * CN(-0.6+0.1*i, 0.2, -0.24)
wait()
end
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(55+30*i), 0, MR(-25-30*i)) * CN(0.1+0.4*i, -0.25-0.55*i, 0)
LAW.C0 = CA(MR(70+10*i), MR(35-30*i), MR(-20-15*i)) * CN(0.5, -0.5, 0)
LHW.C0 = CA(MR(-25+18*i), MR(50-15*i), MR(-35+25*i)) * CN(-0.5+0.3*i, 0.2+0.1*i, -0.24)
wait()
end
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(85+5*i), 0, MR(-55-10*i)) * CN(0.5+0.1*i, -0.8-0.1*i, 0)
LAW.C0 = CA(MR(80+5*i), MR(5-5*i), MR(-35-5*i)) * CN(0.5, -0.5, 0)
LHW.C0 = CA(MR(-7+5*i), MR(35-5*i), MR(-10+7*i)) * CN(-0.2+0.1*i, 0.3+0.02*i, -0.24)
wait()
end
end
function ReloadStart(once)
Reloading = true
HW.Part1 = nil
LHW.Part1 = Pipe2
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(90-10*i), 0, MR(-65+10*i)) * CN(0.6-0.2*i, -0.9+0.15*i, 0)
LAW.C0 = CA(MR(85-5*i), MR(7*i), MR(-40+5*i)) * CN(0.5, -0.5, 0)
LHW.C0 = CA(MR(-2-8*i), MR(30+5*i), MR(-3-12*i)) * CN(-0.1-0.1*i, 0.32-0.12*i, -0.24)
wait()
end
for i = 0.15, 1, 0.15 do
RAW.C0 = CA(MR(80-35*i), 0, MR(-55+40*i)) * CN(0.4-0.4*i, -0.75+0.6*i, 0)
LAW.C0 = CA(MR(80-30*i), MR(7+33*i), MR(-35+20*i)) * CN(0.5, -0.5, 0)
LHW.C0 = CA(MR(-10-25*i), MR(35+25*i), MR(-15-30*i)) * CN(-0.2-0.4*i, 0.2, -0.24)
wait()
end
Reload(once)
Normal()
Reloading = false
end
function AimEet()
end
function Shoot(Start, To)
local Accu = CA(MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1700), MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1000), MR(MRA(-Accuracy.Momentum*1000, Accuracy.Momentum*1000)/1000))
for Pellets = 1, 8 do
local Power = 20
local Drop = 0.2
local Face = CN(Start, To) * Accu * CA(MR(MRA(-10000, 10000)/2500), MR(MRA(-10000, 10000)/2500), MR(MRA(-10000, 10000)/2500))
local Pellet = Part(PelletModel, true, false, 0, 0, BN("Dark grey"), V3(0.2, 0.2, 0.3))
Pellet.CFrame = Face
local LastPoint = Face.p
Notime(function()
local HitObj
local HitPos
local DistThing = 250
for Distance = Power, 600, Power do
Face = Face * CA(MR(-Drop), 0, 0) * CN(0, 0, -Power)
local PointNow = Face.p
local Hit, Pos = RayC(LastPoint, PointNow, Power+2, EffectModel)
if Hit then
DistThing = Distance
if DistThing > 250 then DistThing = 200 end
PointNow = Pos
HitPos = Pos
HitObj = Hit
end
local Dist = (PointNow - LastPoint).magnitude
Pellet.CFrame = Face
Drop = Drop + 0.04
local Effect = Part(EffectModel, true, false, 0, 0, BN("White"), V3(0.2, 0.2, 0.2))
Effect.CFrame = CN(LastPoint, PointNow) * CA(MR(-90), 0, 0) * CN(0, Dist/2, 0)
local H = Add.Head(Effect, V3(0.8, Dist*5, 0.8))
LastPoint = Face.p
Power = Power - Drop/3
Notime(function()
for i = 0, 1, 0.2 do
wait()
Effect.Transparency = i
end
Effect:remove()
end)
if Hit then
Pellet.CFrame = CN(Pos)
break
end
wait()
end
Pellet:remove()
if HitObj then
local Surface = DetectSurface(HitPos, HitObj)
local C = CN(HitPos) * CA(HitObj.CFrame:toEulerAnglesXYZ()) * Surface[2]
if Surface[1] == "Anything" then
C = Surface[2]
end
local H = nil
if HitObj.Parent ~= workspace then
H = GetHum(HitObj.Parent)
if HitObj.Parent.Parent ~= workspace and H == nil then
H = GetHum(HitObj.Parent.Parent)
end
end
if H then
local Dmg = DistThing/200
Dmg = (1-Dmg)*15
Dmg = MRA(Dmg*850, Dmg*1100)/1000
H.Health = H.Health - Dmg
PlaySound(Sounds.Hit)
Show_Damage(HitObj.Position, math.floor(Dmg), 1.5)
else
PlaySound(Sounds.PartHit)
local BulletHole = Part(EffectModel, true, false, 1, 0, BN("White"), V3(0.8, 0.2, 0.8))
BulletHole.CFrame = C * CN(0, -0.085, 0)
local Dec = Instance.new("Decal",BulletHole)
Dec.Texture = Images[MRA(1,#Images)]
Dec.Face = "Top"
if not HitObj.Anchored then
BulletHole.Anchored = false
local W = Weld(HitObj, BulletHole, HitObj.CFrame:toObjectSpace(C))
end
Notime(function()
wait(MRA(700, 15000)/100)
BulletHole:remove()
end)
end
end
end)
end
end
function ShootAnim(From, To)
Shoot(From, To)
AddInaccuracy(16)
PlaySound(Sounds.Fire, false)
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(90+10*i), 0, MR(-65)) * CN(0.6, -0.9+0.5*i, 0)
LAW.C0 = CA(MR(85+26*i), 0, MR(-40)) * CN(0.5, -0.5+0.1*i, 0)
HW.C0 = CA(MR(-15*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
wait()
end
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(100+5*i), 0, MR(-65)) * CN(0.6, -0.4+0.15*i, 0)
LAW.C0 = CA(MR(111+4*i), 0, MR(-40)) * CN(0.5, -0.4+0.05*i, 0)
HW.C0 = CA(MR(-15-2*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
wait()
end
for i = 0.5, 1, 0.5 do
RAW.C0 = CA(MR(105+2*i), 0, MR(-65)) * CN(0.6, -0.25+0.03*i, 0)
LAW.C0 = CA(MR(115+2*i), 0, MR(-40)) * CN(0.5, -0.35+0.02*i, 0)
HW.C0 = CA(MR(-17), MR(5), MR(0)) * CN(0.4, 0, -1.2)
wait()
end
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(107-12*i), 0, MR(-65)) * CN(0.6, -0.22-0.68*i, 0)
LAW.C0 = CA(MR(117-17*i), 0, MR(-40)) * CN(0.5, -0.33-0.02*i, 0)
HW.C0 = CA(MR(-17+2*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
wait()
end
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(95-5*i), 0, MR(-65)) * CN(0.6, -0.9-0.1*i, 0)
LAW.C0 = CA(MR(100-5*i), 0, MR(-40)) * CN(0.5+0.1*i, -0.35+0.1*i, 0)
HW.C0 = CA(MR(-15+11*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
PumpWeld.C1 = CN(0, 0, 0.1*i)
wait()
end
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(90-3*i), 0, MR(-65)) * CN(0.6, -1+0.05*i, 0)
LAW.C0 = CA(MR(95-5*i), 0, MR(-40)) * CN(0.6+0.2*i, -0.25+0.35*i, 0)
HW.C0 = CA(MR(-4+4*i), MR(5), MR(0)) * CN(0.4, 0, -1.2)
PumpWeld.C1 = CN(0, 0, 0.1+0.6*i)
Flip.C1 = CN(0, 0, 0.5*i)
wait()
end
local sh = Shell(workspace)
sh.Main.CanCollide = true
sh.Back.CanCollide = true
sh.Main.CFrame = Handle3.CFrame * CN(0.3, 0.2, 0)
sh.Main.Velocity = (Handle3.CFrame * CA(0, MR(90), 0)).lookVector * 15
Notime(function()
wait(MRA(100,180)/10)
for i = 0, 1, 0.005 do
sh.Main.Transparency = i
sh.Back.Transparency = i
wait()
end
sh.Model:remove()
end)
for i = 0.33, 1, 0.33 do
RAW.C0 = CA(MR(87+3*i), 0, MR(-65)) * CN(0.6, -0.95+0.05*i, 0)
LAW.C0 = CA(MR(90-5*i), 0, MR(-40)) * CN(0.8-0.3*i, 0.1-0.6*i, 0)
HW.C0 = CA(0, MR(5), 0) * CN(0.4, 0, -1.2)
PumpWeld.C1 = CN(0, 0, 0.7-0.7*i)
Flip.C1 = CN(0, 0, 0.5-0.5*i)
wait()
end
Normal()
end
function ShootFunc(From, To)
local H, Pos = RayC(From, To, 10, EffectModel)
local Can = true
if H then
if H:IsDescendantOf(Char) then
Can = false
end
end
if Can then
Attacking = true
Ammunition.Ammo = Ammunition.Ammo - 1
if Ammunition.Ammo < 0 then Ammunition.Ammo = 0 end
ShootAnim(From, To)
Attacking = false
end
end
function SelectAnim()
RAW.Part1 = Rarm
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(-10*i), 0, MR(2*i))
wait()
end
for i = 0.1, 1, 0.1 do
RAW.C0 = CN(-0.15*i, 0, -0.45*i) * CA(MR(-10-115*i), 0, MR(2+8*i)) * CN(0, -0.4*i, 0)
wait()
end
for i = 0.25, 1, 0.25 do
RAW.C0 = CN(-0.15, 0, -0.45-0.05*i) * CA(MR(-125-15*i), 0, MR(10)) * CN(0, -0.4, 0)
wait()
end
TW.Part1 = nil
HW.Part1 = Handle
for i = 0.25, 1, 0.25 do
RAW.C0 = CN(-0.15+0.15*i, 0, -0.5+0.1*i) * CA(MR(-140+10*i), 0, MR(10+2*i)) * CN(0, -0.4+0.15*i, 0)
HW.C0 = CA(MR(38+12*i), MR(-28-15*i), MR(-90-10*i)) * CN(0, -0.1*i, -3.8)
wait()
end
Attach(FTorso)
for i = 0.1, 1, 0.1 do
RAW.C0 = CN(0, 0, -0.4+0.3*i) * CA(MR(-130+90*i), 0, MR(12+30*i)) * CN(0, -0.25+0.25*i, 0)
HW.C0 = CA(MR(50+30*i), MR(-43-50*i), MR(-100-50*i)) * CN(0, -0.1-0.7*i, -3.8+0.7*i)
FW.C0 = CA(0, MR(-15*i), 0)
wait()
end
LAW.Part1 = Larm
for i = 0.15, 1, 0.15 do
RAW.C0 = CN(0, 0, -0.1+0.1*i) * CA(MR(-40+60*i), 0, MR(42+4*i))
LAW.C0 = CA(MR(10*i), 0, MR(-8*i)) * CN(0, -0.15*i, 0)
FW.C0 = CA(0, MR(-15-20*i), 0)
HW.C0 = CA(MR(80+50*i), MR(-93-57*i), MR(-150-30*i)) * CN(0, -0.8, -3.1+1*i)
wait()
end
for i = 0.15, 1, 0.15 do
RAW.C0 = CA(MR(20+58*i), 0, MR(46-60*i)) * CN(0.2*i, -0.35*i, 0)
LAW.C0 = CA(MR(10+65*i), 0, MR(-8-32*i)) * CN(0.3*i, -0.15-0.25*i, 0)
FW.C0 = CA(0, MR(-35-30*i), 0)
HW.C0 = CA(MR(130+50*i), MR(-150-20*i), MR(-180)) * CN(0.25*i, -0.8+0.3*i, -2.1+0.9*i)
wait()
end
for i = 0.2, 1, 0.2 do
RAW.C0 = CA(MR(78+8*i), 0, MR(-14-41*i)) * CN(0.2+0.35*i, -0.35-0.55*i, 0)
LAW.C0 = CA(MR(75+7*i), 0, MR(-40)) * CN(0.3+0.15*i, -0.4-0.06*i, 0)
FW.C0 = CA(0, MR(-65-5*i), 0)
HW.C0 = CA(MR(0), MR(-10+10*i), MR(0)) * CN(0.25+0.1*i, -0.5+0.4*i, -1.2)
wait()
end
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(86+4*i), 0, MR(-55-10*i)) * CN(0.55+0.05*i, -0.8-0.1*i, 0)
LAW.C0 = CA(MR(82+3*i), 0, MR(-40)) * CN(0.45+0.05*i, -0.46-0.04*i, 0)
FW.C0 = CA(0, MR(-70), 0)
HW.C0 = CA(MR(0), MR(5*i), MR(0)) * CN(0.35+0.05*i, -0.1+0.1*i, -1.2)
wait()
end
end
function DeselAnim()
for i = 0.25, 1, 0.25 do
RAW.C0 = CA(MR(90-10*i), 0, MR(-65+10*i)) * CN(0.6-0.05*i, -0.9+0.35*i, 0)
LAW.C0 = CA(MR(85-10*i), 0, MR(-40+4*i)) * CN(0.5-0.05*i, -0.5+0.04*i, 0)
FW.C0 = CA(0, MR(-70+10*i), 0)
HW.C0 = CA(MR(180-10*i), MR(-185+10*i), MR(180-10*i)) * CN(0.4-0.05*i, -0.1*i, -1.2)
wait()
end
for i = 0.07, 1, 0.07 do
RAW.C0 = CA(MR(80-80*i), 0, MR(-55+90*i)) * CN(0.55-0.35*i, -0.55+0.55*i, 0)
LAW.C0 = CA(MR(75-70*i), 0, MR(-36+30*i)) * CN(0.45-0.35*i, -0.46+0.36*i, 0)
FW.C0 = CA(0, MR(-60+40*i), 0)
HW.C0 = CA(MR(170-70*i), MR(-175+70*i), MR(170-70*i)) * CN(0.35-0.35*i, -0.1-0.1*i, -1.2-1*i)
wait()
end
for i = 0.25, 1, 0.25 do
RAW.C0 = CN(-0.1*i, 0, -0.15*i) * CA(MR(-30*i), 0, MR(35+10*i)) * CN(0.2-0.2*i, 0, 0)
LAW.C0 = CA(MR(5-5*i), 0, MR(-6+6*i)) * CN(0.1-0.1*i, -0.1+0.1*i, 0)
FW.C0 = CA(0, MR(-20+15*i), 0)
HW.C0 = CA(MR(100-20*i), MR(-105+15*i), MR(100-15*i)) * CN(0, -0.2, -2.2-0.3*i)
wait()
end
LAW.Part1 = nil
for i = 0.12, 1, 0.12 do
RAW.C0 = CN(-0.1-0.05*i, 0, -0.15-0.3*i) * CA(MR(-30-100*i), 0, MR(45-30*i)) * CN(0, -0.3*i, 0)
FW.C0 = CA(0, MR(-5+5*i), 0)
HW.C0 = CA(MR(80-37*i), MR(-90+55*i), MR(85-135*i)) * CN(0, -0.2, -2.5-0.9*i)
wait()
end
Attach(Torso)
for i = 0.2, 1, 0.2 do
RAW.C0 = CN(-0.15*i, 0, -0.45-0.05*i) * CA(MR(-130-10*i), 0, MR(15-5*i)) * CN(0, -0.3-0.1*i, 0)
HW.C0 = CA(MR(43-5*i), MR(-35+7*i), MR(-50-40*i)) * CN(0, -0.2, -3.4-0.4*i)
wait()
end
TW.Part1 = Handle
HW.Part1 = nil
for i = 0.25, 1, 0.25 do
RAW.C0 = CN(-0.15+0.05*i, 0, -0.5+0.15*i) * CA(MR(-140+10*i), 0, MR(10-3*i)) * CN(0, -0.4+0.1*i, 0)
wait()
end
for i = 0.15, 1, 0.15 do
RAW.C0 = CN(-0.1+0.1*i, 0, -0.35+0.25*i) * CA(MR(-130+115*i), 0, MR(7-7*i)) * CN(0, -0.3+0.25*i, 0)
wait()
end
for i = 0.33, 1, 0.33 do
RAW.C0 = CN(0, 0, -0.1+0.1*i) * CA(MR(-15+15*i), 0, 0) * CN(0, -0.05+0.05*i, 0)
wait()
end
Attach(Torso)
TW.Part1 = Handle
HW.Part1 = nil
RAW.Part1 = nil
LAW.Part1 = nil
end
function ReloadFunc(once)
if Ammunition.Ammo < Ammunition.MaxAmmo and Selected and not Reloading and not Attacking and Ammunition.Ammoleft > 0 then
if not once then
ReloadHold = true
end
ReloadStart(once)
end
end
function onSelected(mouse)
SelectAnim()
mouse.Icon = Icon
Selected = true
Notime(function()
for _, g in pairs(AccuracyGuis) do
g.Gui.Transparency = 0.2
end
while Selected do
pcall(function()
for _, g in pairs(AccuracyGuis) do
g.Gui.Position = UD(0, mouse.X+g.props.offset.x+g.props.unit.x*(Accuracy.Momentum*11), 0, mouse.Y+g.props.offset.y+g.props.unit.y*(Accuracy.Momentum*11))
end
end)
wait()
end
end)
mouse.Button1Down:connect(function()
if Selected and not Attacking and not Swinging then
if Reloading then
ReloadHold = false
else
if Ammunition.Ammo < 1 then
ReloadFunc(true)
else
ShootFunc((Pipe1.CFrame * CN(0, 0, 1.65)).p, mouse.Hit.p)
end
if Ammunition.Ammo < 1 and Ammunition.Ammoleft < 1 then
PlaySound(Sounds.Out)
end
end
end
end)
mouse.KeyDown:connect(function(key)
key = key:lower()
if Selected and not Attacking and not Swinging then
if key == "r" then
ReloadFunc()
elseif key == "e" then
Swing()
end
end
end)
mouse.KeyUp:connect(function(key)
key = key:lower()
if key == "r" then
ReloadHold = false
end
end)
end
function onDeselected(mouse)
Selected = false
for _, g in pairs(AccuracyGuis) do
g.Gui.Transparency = 1
end
DeselAnim()
end
bin.Selected:connect(onSelected)
bin.Deselected:connect(onDeselected)
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