function CharacterRealism.UpdateLookAngles(U,n)local G,y=U:ComputeLookAngle()U:OnLookReceive(U.Player,G,y)local h=U.LastUpdate or 0 local d=os.clock()if d-h>.5 then G=Util:RoundNearestInterval(G,.05)y=Util:RoundNearestInterval(y,.05)if G~=U.Pitch then U.Pitch=G U.Dirty=true end if y~=U.Yaw then U.Yaw=y U.Dirty=true end if U.Dirty then U.Dirty=false U.LastUpdate=d U.SetLookAngles:FireServer(G,y)end end local q=workspace.CurrentCamera local X=q.CFrame.Position local a=U.Player local s for n,G in pairs(U.Rotators)do if not n.Parent then if not s then s={}end s[n]=true continue end local y=Players:GetPlayerFromCharacter(n)local h=y and y:DistanceFromCharacter(X)or 0 if y~=a and h>30 then continue end local q=G.LastStep or 0 local V=d-q local Z=n:FindFirstChildOfClass("\072\117\109\097\110\111\105\100")local A=Z and Z.RootPart if not A then continue end local O=G.Pitch U:StepValue(O,V)local W=G.Yaw U:StepValue(W,V)local i=G.Motors G.LastStep=d if not i then continue end for U,y in pairs(U.RotationFactors)do local h=i and i[U]if not h then continue end local d=h.Motor local q=h.Origin if q then local n=d.Part0 local U=q.Parent if n and n~=U then local U=n:FindFirstChild(q.Name)if U and U:IsA("\065\116\116\097\099\104\109\101\110\116")then q=U h.Origin=U end end q=q.CFrame elseif h.C0 then q=h.C0 else continue end local X=O.Current or 0 local a=W.Current or 0 if G.SnapFirstPerson and U=="\072\101\097\100"then end local s=X*y.Pitch local V=a*y.Yaw if U:sub(-4)==" \065\114\109"or U:sub(-8)=="\085\112\112\101\114\065\114\109"then local G=n:FindFirstChildOfClass("\084\111\111\108")if G and not CollectionService:HasTag(G,"\078\111\065\114\109\082\111\116\097\116\105\111\110")then if U:sub(1,5)=="\082\105\103\104\116"and A:GetRootPart()~=A then s=X*1.3 V=a*1.3 else V=a*.8 end end end local Z=false if s~=O.Value then O.Value=s Z=true end if V~=W.Value then W.Value=V Z=true end if Z then local n=q-q.Position local U=CFrame.Angles(0,s,0)*CFrame.Angles(V,0,0)d.C0=((q*n:Inverse())*U)*n end end end if s then for n in pairs(s)do local G=U.Rotators[n]local y=G and G.Listener if y then y:Disconnect()end U.Rotators[n]=nil end end end
-- Called to update all of the look-angles being tracked
-- on the client, as well as our own client look-angles.
-- This is called during every RunService Heartbeat.

function CharacterRealism:UpdateLookAngles(delta)
	-- Update our own look-angles with no latency
	local pitch, yaw = self:ComputeLookAngle()
	self:OnLookReceive(self.Player, pitch, yaw)

	-- Submit our look-angles if they have changed enough.
	local lastUpdate = self.LastUpdate or 0
	local now = os.clock()

	if (now - lastUpdate) > 0.5 then
		pitch = Util:RoundNearestInterval(pitch, 0.05)
		yaw = Util:RoundNearestInterval(yaw, 0.05)

		if pitch ~= self.Pitch then
			self.Pitch = pitch
			self.Dirty = true
		end

		if yaw ~= self.Yaw then
			self.Yaw = yaw
			self.Dirty = true
		end

		if self.Dirty then
			self.Dirty = false
			self.LastUpdate = now
			self.SetLookAngles:FireServer(pitch, yaw)
		end
	end

	-- Update all of the character look-angles
	local camera = workspace.CurrentCamera
	local camPos = camera.CFrame.Position

	local player = self.Player
	local dropList

	for character, rotator in pairs(self.Rotators) do
		if not character.Parent then
			if not dropList then
				dropList = {}
			end

			dropList[character] = true
			continue
		end

		local owner = Players:GetPlayerFromCharacter(character)
		local dist = owner and owner:DistanceFromCharacter(camPos) or 0

		if owner ~= player and dist > 30 then
			continue
		end

		local lastStep = rotator.LastStep or 0
		local stepDelta = now - lastStep

		local humanoid = character:FindFirstChildOfClass("Humanoid")
		local rootPart = humanoid and humanoid.RootPart

		if not rootPart then
			continue
		end

		local pitchState = rotator.Pitch
		self:StepValue(pitchState, stepDelta)

		local yawState = rotator.Yaw
		self:StepValue(yawState, stepDelta)

		local motors = rotator.Motors
		rotator.LastStep = now

		if not motors then
			continue
		end

		for name, factors in pairs(self.RotationFactors) do
			local data = motors and motors[name]

			if not data then
				continue
			end

			local motor = data.Motor
			local origin = data.Origin

			if origin then
				local part0 = motor.Part0
				local setPart0 = origin.Parent

				if part0 and part0 ~= setPart0 then
					local newOrigin = part0:FindFirstChild(origin.Name)

					if newOrigin and newOrigin:IsA("Attachment") then
						origin = newOrigin
						data.Origin = newOrigin
					end
				end

				origin = origin.CFrame
			elseif data.C0 then
				origin = data.C0
			else
				continue
			end

			local pitch = pitchState.Current or 0
			local yaw = yawState.Current or 0

			if rotator.SnapFirstPerson and name == "Head" then
			end

			local fPitch = pitch * factors.Pitch
			local fYaw = yaw * factors.Yaw

			-- HACK: Make the arms rotate with a tool.
			if name:sub(-4) == " Arm" or name:sub(-8) == "UpperArm" then
				local tool = character:FindFirstChildOfClass("Tool")

				if tool and not CollectionService:HasTag(tool, "NoArmRotation") then
					if name:sub(1, 5) == "Right" and rootPart:GetRootPart() ~= rootPart then
						fPitch = pitch * 1.3
						fYaw = yaw * 1.3
					else
						fYaw = yaw * 0.8
					end
				end
			end

			local dirty = false

			if fPitch ~= pitchState.Value then
				pitchState.Value = fPitch
				dirty = true
			end

			if fYaw ~= yawState.Value then
				yawState.Value = fYaw
				dirty = true
			end

			if dirty then
				local rot = origin - origin.Position

				local cf = CFrame.Angles(0, fPitch, 0) * CFrame.Angles(fYaw, 0, 0)

				motor.C0 = origin * rot:Inverse() * cf * rot
			end
		end
	end

	-- If the dropList is declared, remove any characters that
	-- were indexed into it. This is done after iterating over
	-- the rotators to avoid problems with removing data from
	-- a table while iterating over said table.

	if dropList then
		for character in pairs(dropList) do
			local rotator = self.Rotators[character]
			local listener = rotator and rotator.Listener

			if listener then
				listener:Disconnect()
			end

			self.Rotators[character] = nil
		end
	end
end
