repeat wait()until game.Players.LocalPlayer and(game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("\072\101\097\100"))wait(1)local g=game.Workspace.CurrentCamera if g:FindFirstChild("\077\111\116\105\111\110\066\108\117\114")then g.MotionBlur:Destroy()end local j=Instance.new("\066\108\117\114\069\102\102\101\099\116")j.Parent=g j.Size=0 j.Name="\077\111\116\105\111\110\066\108\117\114"local D=3 local v=Vector3.new()local F=0 local G={aim_amp=.5,aim_max_change=4;aim_retract=15,aim_max_deg=20}local P=0 local B=0 local X={0;0}local c=tick();(game:GetService("\082\117\110\083\101\114\118\105\099\101")):UnbindFromRenderStep("\077\111\116\105\111\110\066\108\117\114")wait(.033333333333333);(game:GetService("\082\117\110\083\101\114\118\105\099\101")):BindToRenderStep("\077\111\116\105\111\110\066\108\117\114",Enum.RenderPriority.Camera.Value-1,function()local D=tick()-c c=tick()local v=g.CoordinateFrame.lookVector.magnitude if v==0 then v=.0001 end local F=g.CoordinateFrame.lookVector.y local T if F~=0 then T=math.deg(math.asin(math.abs(F)/v))*(math.abs(F)/F)else T=0 end local q=g.CoordinateFrame local A=q*CFrame.new(0,0,-100)local i=math.deg(math.atan2(q.p.x-A.p.x,q.p.z-A.p.z))+180 local u,t local w,K=0,0 u=math.abs(T-P)if u~=0 then w=(T-P)/u end local d={math.abs(i-B),360-math.abs(i-B)}if i==B then K=0 t=0 elseif d[1]<d[2]then t=d[1]K=(i-B)/d[1]else t=d[2]if B>i then K=1 else K=-1 end end P=T B=i X[1]=X[1]/(1+D*G.aim_retract)X[2]=X[2]/(1+D*G.aim_retract)local N=(u*w)*G.aim_amp if N~=0 then X[1]=X[1]+math.abs(N)*(N/math.abs(N))end local W=(t*K)*G.aim_amp if W~=0 then X[2]=X[2]+math.abs(W)*(W/math.abs(W))end if X[1]~=0 then X[1]=math.abs(X[1])*(math.abs(X[1])/X[1])end if X[2]~=0 then X[2]=math.abs(X[2])*(math.abs(X[2])/X[2])end local k=math.abs(math.rad(X[1]))local Q=math.abs(math.rad(X[2]))local r=math.max(k,Q)*10 j.Size=r 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") 

wait(1)
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"):UnbindFromRenderStep("MotionBlur")

wait(1/30)


game:GetService("RunService"):BindToRenderStep("MotionBlur", Enum.RenderPriority.Camera.Value-1, 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)

