local w={}w.crossscale=Physics.spring.new(0)w.crossscale.s=10 w.crossscale.d=.8 w.crossscale.t=1 w.crossspring=Physics.spring.new(0)w.crossspring.s=12 w.crossspring.d=.65 local function f()local f=(w.crossspring.p*4)*w.crossscale.p for w=1,4,1 do CrossParts[w].BackgroundTransparency=1-f/20 end CrossParts[1].Position=UDim2.new(0,f,0,0)CrossParts[2].Position=UDim2.new(0,-f-7,0,0)CrossParts[3].Position=UDim2.new(0,0,0,f)CrossParts[4].Position=UDim2.new(0,0,0,-f-7)end function w.setcrossscale(Q,f)w.crossscale.t=f end function w.setcrosssize(Q,f)w.crossspring.t=f end function w.setcrosssettings(n,f,Q,I)w.crossspring.t=f w.crossspring.s=Q w.crossspring.d=I end;(game:GetService("\082\117\110\083\101\114\118\105\099\101")).RenderStepped:connect(function()f()end)return w
--Crosshair module
local crosshair = {}

crosshair.crossscale = Physics.spring.new(0)
crosshair.crossscale.s = 10
crosshair.crossscale.d = 0.8
crosshair.crossscale.t = 1
crosshair.crossspring = Physics.spring.new(0)
crosshair.crossspring.s = 12
crosshair.crossspring.d = 0.65

local function updatecross()
	local size = crosshair.crossspring.p * 4 * crosshair.crossscale.p --*(char.speed/14*(1-0.8)*2+0.8)*(char.sprint+1)/2
	for i = 1, 4 do
		CrossParts[i].BackgroundTransparency = 1 - size / 20
	end
	CrossParts[1].Position = UDim2.new(0, size, 0, 0)
	CrossParts[2].Position = UDim2.new(0, -size - 7, 0, 0)
	CrossParts[3].Position = UDim2.new(0, 0, 0, size)
	CrossParts[4].Position = UDim2.new(0, 0, 0, -size - 7)
end

function crosshair:setcrossscale(scale)
	crosshair.crossscale.t = scale
end

function crosshair:setcrosssize(size)
	crosshair.crossspring.t = size
end

function crosshair:setcrosssettings(size, speed, damper)
	crosshair.crossspring.t = size
	crosshair.crossspring.s = speed
	crosshair.crossspring.d = damper
end

game:GetService("RunService").RenderStepped:connect(function()
	updatecross()
end)

return crosshair
