local m local o local j local h=0 if canWander then spawn(function()while h==0 do h=1 local m,o=hroot.Position.x+math.random(-WanderX,WanderX),hroot.Position.z+math.random(-WanderZ,WanderZ)human:MoveTo(Vector3.new(m,0,o))wait(math.random(4,6))h=0 end end)end while wait()do local F=Getbody(hroot.Position)if F~=nil then h=1 local function y(m)local o=3 if o>#m then o=3 end if m[o]==nil and o<#m then repeat o=o+1 wait()until m[o]~=nil return Vector3.new(1,0,0)+m[o]else o=3 return m[o]end end m=pfs:FindPathAsync(hroot.Position,F.Position)o=m:GetWaypoints()j=o local w local b=Vector3.FromNormalId(Enum.NormalId.Front)local u=hroot.CFrame*CFrame.new(b)b=u.p.unit local C=Ray.new(hroot.Position,b)local p,n=game.Workspace:FindPartOnRay(C,hroot)if m and o or y(o)then if y(o)~=nil and(y(o)).Action==Enum.PathWaypointAction.Walk then human:MoveTo((y(o)).Position)human.Jump=false end else for m=3,#j,1 do human:MoveTo(j[m].Position)end end elseif F==nil and canWander then h=0 m=nil o=nil human.MoveToFinished:Wait()end end

local path
local waypoint
local oldpoints
local isWandering = 0

if canWander then
	spawn(function()
		while isWandering == 0 do
			isWandering = 1
			local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)
			human:MoveTo( Vector3.new(desgx, 0, desgz) )
			wait(math.random(4, 6))
			isWandering = 0
		end
	end)
end

while wait() do
	local enemybody = Getbody(hroot.Position)
	if enemybody ~= nil then -- if player detected
		isWandering = 1
		local function checkw(t)
			local ci = 3
			if ci > #t then
				ci = 3
			end
			if t[ci] == nil and ci < #t then
				repeat
					ci = ci + 1
					wait()
				until t[ci] ~= nil
				return Vector3.new(1, 0, 0) + t[ci]
			else
				ci = 3
				return t[ci]
			end
		end

		path = pfs:FindPathAsync(hroot.Position, enemybody.Position)
		waypoint = path:GetWaypoints()
		oldpoints = waypoint
		local connection;

		local direct = Vector3.FromNormalId(Enum.NormalId.Front)
		local ncf = hroot.CFrame * CFrame.new(direct)
		direct = ncf.p.unit
		local rootr = Ray.new(hroot.Position, direct)
		local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)

		if path and waypoint or checkw(waypoint) then
			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
				human:MoveTo( checkw(waypoint).Position )
				human.Jump = false
			end

			-- CANNOT LET BALDI JUMPS --
			--[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
				human.Jump = true
				connection = human.Changed:connect(function()
					human.Jump = true
				end)
				human:MoveTo( checkw(waypoint).Position )
			else
				human.Jump = false
			end]]

			--[[hroot.Touched:connect(function(p)
				local bodypartnames = GetPlayersbodyParts(enemybody)
				if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
					connection = human.Changed:connect(function()
						human.Jump = true
					end)
				else
					human.Jump = false
				end
			end)]]

	

		else
			for i = 3, #oldpoints do
				human:MoveTo( oldpoints[i].Position )
			end
		end
	elseif enemybody == nil and canWander then -- if player not detected
		isWandering = 0
		path = nil
		waypoint = nil
		human.MoveToFinished:Wait()
	end
end
