
KeylessUniversal

--reanimate by MyWorld#4430 discord.gg/pYVHtSJmEY
local Vector3_101 = Vector3.new(1, 0, 1)
local netless_Y = Vector3.new(0, 25.1, 0)
local function getNetlessVelocity(realPartVelocity)
local mag = realPartVelocity.Magnitude
if (mag > 1) and (mag < 100) then
local unit = realPartVelocity.Unit
if (unit.Y > 0.25) or (unit.Y < -0.75) then
return realPartVelocity * (25.1 / realPartVelocity.Y)
end
realPartVelocity = unit * 125
end
return (realPartVelocity * Vector3_101) + netless_Y
end
local simradius = "shp" --simulation radius (net bypass) method
--"shp" - sethiddenproperty
--"ssr" - setsimulationradius
--false - disable
local healthHide = true --moves your head under map every 3 seconds so players dont see your health bar
local noclipAllParts = false --set it to true if you want noclip
local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character
local newanimate = true --disables the animate script and enables after reanimation
local discharscripts = true --disables all localScripts parented to your character before reanimation
local R15toR6 = true --tries to convert your character to r6 if its r15
local hatcollide = false --makes hats cancollide (credit to ShownApe) (works only with reanimate method 0)
local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState)
local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation
local hedafterneck = true --disable aligns for head and enable after neck or torso is removed
local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay
local method = 3 --reanimation method
--methods:
--0 - breakJoints (takes [loadtime] seconds to laod)
--1 - limbs
--2 - limbs + anti respawn
--3 - limbs + breakJoints after [loadtime] seconds
--4 - remove humanoid + breakJoints
--5 - remove humanoid + limbs
local alignmode = 4 --AlignPosition mode
--modes:
--1 - AlignPosition rigidity enabled true
--2 - 2 AlignPositions rigidity enabled both true and false
--3 - AlignPosition rigidity enabled false
--4 - CFrame (if u dont have the isnetworkowner function it will use alignmode 2)
local flingpart = "HumanoidRootPart" --name of the part or the hat used for flinging
--the fling function
--usage: fling(target, duration, velocity)
--target can be set to: basePart, CFrame, Vector3, character model or humanoid (flings at mouse.Hit if argument not provided))
--duration (fling time in seconds) can be set to: a number or a string convertable to the number (0.5s if not provided),
--velocity (fling part rotation velocity) can be set to a vector3 value (Vector3.new(20000, 20000, 20000) if not provided)
local lp = game:GetService("Players").LocalPlayer
local rs = game:GetService("RunService")
local stepped = rs.Stepped
local heartbeat = rs.Heartbeat
local renderstepped = rs.RenderStepped
local sg = game:GetService("StarterGui")
local ws = game:GetService("Workspace")
local cf = CFrame.new
local v3 = Vector3.new
local v3_0 = v3(0, 0, 0)
local inf = math.huge
local c = lp.Character
if not (c and c.Parent) then
return
end
c:GetPropertyChangedSignal("Parent"):Connect(function()
if not (c and c.Parent) then
c = nil
end
end)
local function gp(parent, name, className)
if typeof(parent) == "Instance" then
for i, v in pairs(parent:GetChildren()) do
if (v.Name == name) and v:IsA(className) then
return v
end
end
end
return nil
end
if type(getNetlessVelocity) ~= "function" then
getNetlessVelocity = nil
end
local fenv = getfenv()
local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop
local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.set_simulation_rad or fenv.setsimulationrad
local ino = fenv.isnetworkowner or fenv.is_network_owner or fenv.isnetowner or fenv.is_net_owner
if (alignmode == 4) and (not ino) then
alignmode = 2
end
local physp = PhysicalProperties.new(0.01, 0, 1, 0, 0)
local function align(Part0, Part1)
local att0 = Instance.new("Attachment")
att0.Orientation = v3_0
att0.Position = v3_0
att0.Name = "att0_" .. Part0.Name
local att1 = Instance.new("Attachment")
att1.Orientation = v3_0
att1.Position = v3_0
att1.Name = "att1_" .. Part1.Name
if alignmode == 4 then
local con = nil
local rot, angles = math.rad(0.05), CFrame.Angles
con1 = heartbeat:Connect(function()
if Part0 and Part1 and att1 then
if ino(Part0) then
Part0.CFrame = Part1.CFrame * att1.CFrame * angles(0, 0, rot)
rot = -rot
end
else
con:Disconnect()
end
end)
else
Part0.CustomPhysicalProperties = physp
if (alignmode == 1) or (alignmode == 2) then
local ape = Instance.new("AlignPosition", att0)
ape.ApplyAtCenterOfMass = false
ape.MaxForce = inf
ape.MaxVelocity = inf
ape.ReactionForceEnabled = false
ape.Responsiveness = 200
ape.Attachment1 = att1
ape.Attachment0 = att0
ape.Name = "AlignPositionRtrue"
ape.RigidityEnabled = true
end
if (alignmode == 2) or (alignmode == 3) then
local apd = Instance.new("AlignPosition", att0)
apd.ApplyAtCenterOfMass = false
apd.MaxForce = inf
apd.MaxVelocity = inf
apd.ReactionForceEnabled = false
apd.Responsiveness = 200
apd.Attachment1 = att1
apd.Attachment0 = att0
apd.Name = "AlignPositionRfalse"
apd.RigidityEnabled = false
end
local ao = Instance.new("AlignOrientation", att0)
ao.MaxAngularVelocity = inf
ao.MaxTorque = inf
ao.PrimaryAxisOnly = false
ao.ReactionTorqueEnabled = false
ao.Responsiveness = 200
ao.Attachment1 = att1
ao.Attachment0 = att0
ao.RigidityEnabled = false
end
if getNetlessVelocity then
local vel = Part0.Velocity
local con0, con1 = nil, nil
if alignmode == 4 then
con0 = stepped:Connect(function(_, delta)
if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
Part0.RotVelocity = Part1.RotVelocity
end)
con1 = heartbeat:Connect(function()
if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
Part0.Velocity = getNetlessVelocity(Part1.Velocity)
end)
else
con0 = renderstepped:Connect(function()
if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
Part0.Velocity = vel
end)
con1 = heartbeat:Connect(function()
if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end
vel = Part0.Velocity
Part0.Velocity = getNetlessVelocity(Part1.Velocity)
end)
end
end
att0:GetPropertyChangedSignal("Parent"):Connect(function()
Part0 = att0.Parent
if not Part0:IsA("BasePart") then
att0 = nil
Part0 = nil
end
end)
att0.Parent = Part0
att1:GetPropertyChangedSignal("Parent"):Connect(function()
Part1 = att1.Parent
if not Part1:IsA("BasePart") then
att1 = nil
Part1 = nil
end
end)
att1.Parent = Part1
end
local function respawnrequest()
local ccfr = ws.CurrentCamera.CFrame
local c = lp.Character
lp.Character = nil
lp.Character = c
local con = nil
con = ws.CurrentCamera.Changed:Connect(function(prop)
if (prop ~= "Parent") and (prop ~= "CFrame") then
return
end
ws.CurrentCamera.CFrame = ccfr
con:Disconnect()
end)
end
local destroyhum = (method == 4) or (method == 5)
local breakjoints = (method == 0) or (method == 4)
local antirespawn = (method == 0) or (method == 2) or (method == 3)
hatcollide = hatcollide and (method == 0)
addtools = addtools and gp(lp, "Backpack", "Backpack")
if shp and (simradius == "shp") then
spawn(function()
while c and heartbeat:Wait() do
shp(lp, "SimulationRadius", inf)
end
end)
elseif ssr and (simradius == "ssr") then
spawn(function()
while c and heartbeat:Wait() do
ssr(inf)
end
end)
end
antiragdoll = antiragdoll and function(v)
if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then
v.Parent = nil
end
end
if antiragdoll then
for i, v in pairs(c:GetDescendants()) do
antiragdoll(v)
end
c.DescendantAdded:Connect(antiragdoll)
end
if antirespawn then
respawnrequest()
end
if method == 0 then
wait(loadtime)
if not c then
return
end
end
if discharscripts then
for i, v in pairs(c:GetChildren()) do
if v:IsA("LocalScript") then
v.Disabled = true
end
end
elseif newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate and (not animate.Disabled) then
animate.Disabled = true
else
newanimate = false
end
end
if addtools then
for i, v in pairs(addtools:GetChildren()) do
if v:IsA("Tool") then
v.Parent = c
end
end
end
pcall(function()
settings().Physics.AllowSleep = false
settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled
end)
local OLDscripts = {}
for i, v in pairs(c:GetDescendants()) do
if v.ClassName == "Script" then
table.insert(OLDscripts, v)
end
end
local scriptNames = {}
for i, v in pairs(c:GetDescendants()) do
if v:IsA("BasePart") then
local newName = tostring(i)
local exists = true
while exists do
exists = false
for i, v in pairs(OLDscripts) do
if v.Name == newName then
exists = true
end
end
if exists then
newName = newName .. "_"
end
end
table.insert(scriptNames, newName)
Instance.new("Script", v).Name = newName
end
end
c.Archivable = true
local hum = c:FindFirstChildOfClass("Humanoid")
if hum then
for i, v in pairs(hum:GetPlayingAnimationTracks()) do
v:Stop()
end
end
local cl = c:Clone()
if hum and humState16 then
hum:ChangeState(Enum.HumanoidStateType.Physics)
if destroyhum then
wait(1.6)
end
end
if hum and hum.Parent and destroyhum then
hum:Destroy()
end
if not c then
return
end
local head = gp(c, "Head", "BasePart")
local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart")
local root = gp(c, "HumanoidRootPart", "BasePart")
if hatcollide and c:FindFirstChildOfClass("Accessory") then
local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script")
if not (torso and root and anything) then
return
end
torso:Destroy()
root:Destroy()
anything:Destroy()
end
local model = Instance.new("Model", c)
model:GetPropertyChangedSignal("Parent"):Connect(function()
if not (model and model.Parent) then
model = nil
end
end)
for i, v in pairs(c:GetChildren()) do
if v ~= model then
if addtools and v:IsA("Tool") then
for i1, v1 in pairs(v:GetDescendants()) do
if v1 and v1.Parent and v1:IsA("BasePart") then
local bv = Instance.new("BodyVelocity", v1)
bv.Velocity = v3_0
bv.MaxForce = v3(1000, 1000, 1000)
bv.P = 1250
bv.Name = "bv_" .. v.Name
end
end
end
v.Parent = model
end
end
if breakjoints then
model:BreakJoints()
else
if head and torso then
for i, v in pairs(model:GetDescendants()) do
if v:IsA("JointInstance") then
local save = false
if (v.Part0 == torso) and (v.Part1 == head) then
save = true
end
if (v.Part0 == head) and (v.Part1 == torso) then
save = true
end
if save then
if hedafterneck then
hedafterneck = v
end
else
v:Destroy()
end
end
end
end
if method == 3 then
task.delay(loadtime, pcall, model.BreakJoints, model)
end
end
for i, v in pairs(cl:GetChildren()) do
v.Parent = c
end
cl:Destroy()
local uncollide, noclipcon = nil, nil
if noclipAllParts then
uncollide = function()
if c then
for i, v in pairs(c:GetDescendants()) do
if v:IsA("BasePart") then
v.CanCollide = false
end
end
else
noclipcon:Disconnect()
end
end
else
uncollide = function()
if model then
for i, v in pairs(model:GetDescendants()) do
if v:IsA("BasePart") then
v.CanCollide = false
end
end
else
noclipcon:Disconnect()
end
end
end
noclipcon = stepped:Connect(uncollide)
uncollide()
for i, scr in pairs(model:GetDescendants()) do
if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then
local Part0 = scr.Parent
if Part0:IsA("BasePart") then
for i1, scr1 in pairs(c:GetDescendants()) do
if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then
local Part1 = scr1.Parent
if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then
align(Part0, Part1)
scr:Destroy()
scr1:Destroy()
break
end
end
end
end
end
end
for i, v in pairs(c:GetDescendants()) do
if v and v.Parent and (not v:IsDescendantOf(model)) then
if v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("BasePart") then
v.Transparency = 1
v.Anchored = false
elseif v:IsA("ForceField") then
v.Visible = false
elseif v:IsA("Sound") then
v.Playing = false
elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then
v.Enabled = false
end
end
end
if newanimate then
local animate = gp(c, "Animate", "LocalScript")
if animate then
animate.Disabled = false
end
end
if addtools then
for i, v in pairs(c:GetChildren()) do
if v:IsA("Tool") then
v.Parent = addtools
end
end
end
local hum0, hum1 = model:FindFirstChildOfClass("Humanoid"), c:FindFirstChildOfClass("Humanoid")
if hum0 then
hum0:GetPropertyChangedSignal("Parent"):Connect(function()
if not (hum0 and hum0.Parent) then
hum0 = nil
end
end)
end
if hum1 then
hum1:GetPropertyChangedSignal("Parent"):Connect(function()
if not (hum1 and hum1.Parent) then
hum1 = nil
end
end)
ws.CurrentCamera.CameraSubject = hum1
local camSubCon = nil
local function camSubFunc()
camSubCon:Disconnect()
if c and hum1 then
ws.CurrentCamera.CameraSubject = hum1
end
end
camSubCon = renderstepped:Connect(camSubFunc)
if hum0 then
hum0:GetPropertyChangedSignal("Jump"):Connect(function()
if hum1 then
hum1.Jump = hum0.Jump
end
end)
else
respawnrequest()
end
end
local rb = Instance.new("BindableEvent", c)
rb.Event:Connect(function()
rb:Destroy()
sg:SetCore("ResetButtonCallback", true)
if destroyhum then
if c then c:BreakJoints() end
return
end
if model and hum0 and (hum0.Health > 0) then
model:BreakJoints()
hum0.Health = 0
end
if antirespawn then
respawnrequest()
end
end)
sg:SetCore("ResetButtonCallback", rb)
spawn(function()
while wait() and c do
if hum0 and hum1 then
hum1.Jump = hum0.Jump
end
end
sg:SetCore("ResetButtonCallback", true)
end)
R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15)
if R15toR6 then
local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart")
if part then
local cfr = part.CFrame
local R6parts = {
head = {
Name = "Head",
Size = v3(2, 1, 1),
R15 = {
Head = 0
}
},
torso = {
Name = "Torso",
Size = v3(2, 2, 1),
R15 = {
UpperTorso = 0.2,
LowerTorso = -0.8
}
},
root = {
Name = "HumanoidRootPart",
Size = v3(2, 2, 1),
R15 = {
HumanoidRootPart = 0
}
},
leftArm = {
Name = "Left Arm",
Size = v3(1, 2, 1),
R15 = {
LeftHand = -0.849,
LeftLowerArm = -0.174,
LeftUpperArm = 0.415
}
},
rightArm = {
Name = "Right Arm",
Size = v3(1, 2, 1),
R15 = {
RightHand = -0.849,
RightLowerArm = -0.174,
RightUpperArm = 0.415
}
},
leftLeg = {
Name = "Left Leg",
Size = v3(1, 2, 1),
R15 = {
LeftFoot = -0.85,
LeftLowerLeg = -0.29,
LeftUpperLeg = 0.49
}
},
rightLeg = {
Name = "Right Leg",
Size = v3(1, 2, 1),
R15 = {
RightFoot = -0.85,
RightLowerLeg = -0.29,
RightUpperLeg = 0.49
}
}
}
for i, v in pairs(c:GetChildren()) do
if v:IsA("BasePart") then
for i1, v1 in pairs(v:GetChildren()) do
if v1:IsA("Motor6D") then
v1.Part0 = nil
end
end
end
end
part.Archivable = true
for i, v in pairs(R6parts) do
local part = part:Clone()
part:ClearAllChildren()
part.Name = v.Name
part.Size = v.Size
part.CFrame = cfr
part.Anchored = false
part.Transparency = 1
part.CanCollide = false
for i1, v1 in pairs(v.R15) do
local R15part = gp(c, i1, "BasePart")
local att = gp(R15part, "att1_" .. i1, "Attachment")
if R15part then
local weld = Instance.new("Weld", R15part)
weld.Name = "Weld_" .. i1
weld.Part0 = part
weld.Part1 = R15part
weld.C0 = cf(0, v1, 0)
weld.C1 = cf(0, 0, 0)
R15part.Massless = true
R15part.Name = "R15_" .. i1
R15part.Parent = part
if att then
att.Parent = part
att.Position = v3(0, v1, 0)
end
end
end
part.Parent = c
R6parts[i] = part
end
local R6joints = {
neck = {
Parent = R6parts.torso,
Name = "Neck",
Part0 = R6parts.torso,
Part1 = R6parts.head,
C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rootJoint = {
Parent = R6parts.root,
Name = "RootJoint" ,
Part0 = R6parts.root,
Part1 = R6parts.torso,
C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
},
rightShoulder = {
Parent = R6parts.torso,
Name = "Right Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.rightArm,
C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftShoulder = {
Parent = R6parts.torso,
Name = "Left Shoulder",
Part0 = R6parts.torso,
Part1 = R6parts.leftArm,
C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
},
rightHip = {
Parent = R6parts.torso,
Name = "Right Hip",
Part0 = R6parts.torso,
Part1 = R6parts.rightLeg,
C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
},
leftHip = {
Parent = R6parts.torso,
Name = "Left Hip" ,
Part0 = R6parts.torso,
Part1 = R6parts.leftLeg,
C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
}
}
for i, v in pairs(R6joints) do
local joint = Instance.new("Motor6D")
for prop, val in pairs(v) do
joint[prop] = val
end
R6joints[i] = joint
end
if hum1 then
hum1.RigType = Enum.HumanoidRigType.R6
hum1.HipHeight = 0
end
end
end
local torso1 = torso
torso = gp(c, "Torso", "BasePart") or ((not R15toR6) and gp(c, torso.Name, "BasePart"))
if (typeof(hedafterneck) == "Instance") and head and torso and torso1 then
local conNeck = nil
local conTorso = nil
local contorso1 = nil
local aligns = {}
local function enableAligns()
conNeck:Disconnect()
conTorso:Disconnect()
conTorso1:Disconnect()
for i, v in pairs(aligns) do
v.Enabled = true
end
end
conNeck = hedafterneck.Changed:Connect(function(prop)
if table.find({"Part0", "Part1", "Parent"}, prop) then
enableAligns()
end
end)
conTorso = torso:GetPropertyChangedSignal("Parent"):Connect(enableAligns)
conTorso1 = torso1:GetPropertyChangedSignal("Parent"):Connect(enableAligns)
for i, v in pairs(head:GetDescendants()) do
if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then
i = tostring(i)
aligns[i] = v
v:GetPropertyChangedSignal("Parent"):Connect(function()
aligns[i] = nil
end)
v.Enabled = false
end
end
end
local flingpart0 = gp(model, flingpart, "BasePart") or gp(gp(model, flingpart, "Accessory"), "Handle", "BasePart")
local flingpart1 = gp(c, flingpart, "BasePart") or gp(gp(c, flingpart, "Accessory"), "Handle", "BasePart")
local fling = function() end
if flingpart0 and flingpart1 then
flingpart0:GetPropertyChangedSignal("Parent"):Connect(function()
if not (flingpart0 and flingpart0.Parent) then
flingpart0 = nil
fling = function() end
end
end)
flingpart0.Archivable = true
flingpart1:GetPropertyChangedSignal("Parent"):Connect(function()
if not (flingpart1 and flingpart1.Parent) then
flingpart1 = nil
fling = function() end
end
end)
local att0 = gp(flingpart0, "att0_" .. flingpart0.Name, "Attachment")
local att1 = gp(flingpart1, "att1_" .. flingpart1.Name, "Attachment")
if att0 and att1 then
att0:GetPropertyChangedSignal("Parent"):Connect(function()
if not (att0 and att0.Parent) then
att0 = nil
fling = function() end
end
end)
att1:GetPropertyChangedSignal("Parent"):Connect(function()
if not (att1 and att1.Parent) then
att1 = nil
fling = function() end
end
end)
local lastfling = nil
local mouse = lp:GetMouse()
fling = function(target, duration, rotVelocity)
if typeof(target) == "Instance" then
if target:IsA("BasePart") then
target = target.Position
elseif target:IsA("Model") then
target = gp(target, "HumanoidRootPart", "BasePart") or gp(target, "Torso", "BasePart") or gp(target, "UpperTorso", "BasePart") or target:FindFirstChildWhichIsA("BasePart")
if target then
target = target.Position
else
return
end
elseif target:IsA("Humanoid") then
target = target.Parent
if not (target and target:IsA("Model")) then
return
end
target = gp(target, "HumanoidRootPart", "BasePart") or gp(target, "Torso", "BasePart") or gp(target, "UpperTorso", "BasePart") or target:FindFirstChildWhichIsA("BasePart")
if target then
target = target.Position
else
return
end
else
return
end
elseif typeof(target) == "CFrame" then
target = target.Position
elseif typeof(target) ~= "Vector3" then
target = mouse.Hit
if target then
target = target.Position
else
return
end
end
if target.Y < ws.FallenPartsDestroyHeight + 5 then
target = v3(target.X, ws.FallenPartsDestroyHeight + 5, target.Z)
end
lastfling = target
if type(duration) ~= "number" then
duration = tonumber(duration) or 0.5
end
if typeof(rotVelocity) ~= "Vector3" then
rotVelocity = v3(20000, 20000, 20000)
end
if not (target and flingpart0 and flingpart1 and att0 and att1) then
return
end
local flingpart = flingpart0:Clone()
flingpart.Transparency = 1
flingpart.CanCollide = false
flingpart.Name = "flingpart_" .. flingpart0.Name
flingpart.Anchored = true
flingpart.Velocity = v3_0
flingpart.RotVelocity = v3_0
flingpart.Position = target
flingpart:GetPropertyChangedSignal("Parent"):Connect(function()
if not (flingpart and flingpart.Parent) then
flingpart = nil
end
end)
flingpart.Parent = flingpart1
if flingpart0.Transparency > 0.5 then
flingpart0.Transparency = 0.5
end
att1.Parent = flingpart
local con = nil
local rotchg = v3(0, rotVelocity.Unit.Y * -1000, 0)
con = heartbeat:Connect(function(delta)
if target and (lastfling == target) and flingpart and flingpart0 and flingpart1 and att0 and att1 then
flingpart.Orientation += rotchg * delta
flingpart0.RotVelocity = rotVelocity
else
con:Disconnect()
end
end)
if alignmode ~= 4 then
local con = nil
con = renderstepped:Connect(function()
if flingpart0 and target then
flingpart0.RotVelocity = v3_0
else
con:Disconnect()
end
end)
end
wait(duration)
if lastfling ~= target then
if flingpart then
if att1 and (att1.Parent == flingpart) then
att1.Parent = flingpart1
end
flingpart:Destroy()
end
return
end
target = nil
if not (flingpart and flingpart0 and flingpart1 and att0 and att1) then
return
end
flingpart0.RotVelocity = v3_0
att1.Parent = flingpart1
if flingpart then
flingpart:Destroy()
end
end
end
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