repeat wait()until game.Players.LocalPlayer and(game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("\072\101\097\100"))local u=game.Workspace.CurrentCamera if u:FindFirstChild("\077\111\116\105\111\110\066\108\117\114")then u.MotionBlur:Destroy()end local R=Instance.new("\066\108\117\114\069\102\102\101\099\116")R.Parent=u R.Size=0 R.Name="\077\111\116\105\111\110\066\108\117\114"local X=3 local S=Vector3.new()local V=0 local Q={aim_amp=.5;aim_max_change=4;aim_retract=15,aim_max_deg=20}local A=0 local i=0 local F={0;0}local v=tick();(game:GetService("\082\117\110\083\101\114\118\105\099\101")).RenderStepped:connect(function()local X=tick()-v v=tick()local S=u.CoordinateFrame.lookVector.magnitude if S==0 then S=.0001 end local V=u.CoordinateFrame.lookVector.y local f if V~=0 then f=math.deg(math.asin(math.abs(V)/S))*(math.abs(V)/V)else f=0 end local C=u.CoordinateFrame local Z=C*CFrame.new(0,0,-100)local q=math.deg(math.atan2(C.p.x-Z.p.x,C.p.z-Z.p.z))+180 local z,U local W,l=0,0 z=math.abs(f-A)if z~=0 then W=(f-A)/z end local L={math.abs(q-i),360-math.abs(q-i)}if q==i then l=0 U=0 elseif L[1]<L[2]then U=L[1]l=(q-i)/L[1]else U=L[2]if i>q then l=1 else l=-1 end end A=f i=q F[1]=F[1]/(1+X*Q.aim_retract)F[2]=F[2]/(1+X*Q.aim_retract)local G=(z*W)*Q.aim_amp if G~=0 then F[1]=F[1]+math.abs(G)*(G/math.abs(G))end local k=(U*l)*Q.aim_amp if k~=0 then F[2]=F[2]+math.abs(k)*(k/math.abs(k))end if F[1]~=0 then F[1]=math.abs(F[1])*(math.abs(F[1])/F[1])end if F[2]~=0 then F[2]=math.abs(F[2])*(math.abs(F[2])/F[2])end local c=math.abs(math.rad(F[1]))local Y=math.abs(math.rad(F[2]))local b=math.max(c,Y)*10 R.Size=b if game.Players.LocalPlayer.Character then if game.Players.LocalPlayer.Character:FindFirstChild("\084\111\114\115\111")then if game.Players.LocalPlayer.Character.Torso.Position.Y<=-2000 then game.Players.LocalPlayer.Character.Humanoid.Health=0 end end end end)


repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Head") 

local Camera=game.Workspace.CurrentCamera
if Camera:FindFirstChild("MotionBlur") then
Camera.MotionBlur:Destroy()
end
local blur=Instance.new("BlurEffect")
blur.Parent=Camera
blur.Size=0
blur.Name="MotionBlur"
local move_anim_speed 				= 3
local last_p 						= Vector3.new()
local move_amm 						= 0


local aim_settings 					= {
	aim_amp 						= 0.5,
	aim_max_change 					= 4,
	aim_retract 					= 15,
	aim_max_deg 					= 20,
}

local last_va 						= 0
local last_va2 						= 0
local view_velocity 				= {0, 0}
local last_time 					= tick()


game:GetService("RunService").RenderStepped:connect(function()
	local delta = tick() - last_time
	last_time = tick()

	
	local p_distance 				= ((Camera.CoordinateFrame.lookVector)).magnitude
	if p_distance == 0 then p_distance = 0.0001 end
	local p_height 					= Camera.CoordinateFrame.lookVector.y 
	local view_angle
	if p_height ~= 0 then
		view_angle 					= math.deg(math.asin(math.abs(p_height) / p_distance)) * (math.abs(p_height) / p_height)
	else
		view_angle 					= 0
	end
	
	local cam_cf 					= Camera.CoordinateFrame
	local looking_at 				= cam_cf * CFrame.new(0, 0, -100)
	local view_angle2 				= math.deg(math.atan2(cam_cf.p.x - looking_at.p.x, cam_cf.p.z - looking_at.p.z)) + 180
	
	local v_delta1, v_delta2
	local dir1, dir2 				= 0, 0
	v_delta1 						= math.abs(view_angle - last_va)
	if v_delta1 ~= 0 then
		dir1 						= (view_angle - last_va) / v_delta1
	end
	local va_check 					= {math.abs(view_angle2 - last_va2), 360 - math.abs(view_angle2 - last_va2)}
	if view_angle2 == last_va2 then
		dir2 						= 0
		v_delta2 					= 0
	elseif va_check[1] < va_check[2] then
		v_delta2 					= va_check[1]
		dir2 						= (view_angle2 - last_va2) / va_check[1]
	else
		v_delta2 					= va_check[2]
		if last_va2 > view_angle2 then
			dir2 					= 1
		else
			dir2 					= -1
		end
	end
	last_va 						= view_angle
	last_va2 						= view_angle2
	
	view_velocity[1] 				= view_velocity[1] / (1 + (delta * aim_settings.aim_retract))
	view_velocity[2] 				= view_velocity[2] / (1 + (delta * aim_settings.aim_retract))
	
	local calc1 					= v_delta1 * dir1 * aim_settings.aim_amp
	if calc1 ~= 0 then
		view_velocity[1] 			= view_velocity[1] + (math.abs(calc1)) * (calc1 / math.abs(calc1))
	end
	local calc2 					= v_delta2 * dir2 * aim_settings.aim_amp
	if calc2 ~= 0 then
		view_velocity[2] 			= view_velocity[2] + (math.abs(calc2)) * (calc2 / math.abs(calc2))
	end
	
	if view_velocity[1] ~= 0 then
		view_velocity[1] 			= math.abs(view_velocity[1]) * (math.abs(view_velocity[1]) / view_velocity[1])
	end
	if view_velocity[2] ~= 0 then
		view_velocity[2] 			= math.abs(view_velocity[2]) * (math.abs(view_velocity[2]) / view_velocity[2])
	end
	local one=math.abs(math.rad(view_velocity[1]))
	local two=math.abs(math.rad(view_velocity[2]))
	local equation=math.max(one,two)*10
    blur.Size=equation
	
	if game.Players.LocalPlayer.Character then
	if game.Players.LocalPlayer.Character:FindFirstChild("Torso") then
	if game.Players.LocalPlayer.Character.Torso.Position.Y <= -2000 then
	game.Players.LocalPlayer.Character.Humanoid.Health = 0
	end
	end
	end
	
end)
