repeat wait()until game.Players.LocalPlayer and(game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("\072\101\097\100"))wait(1)local W=game.Workspace.CurrentCamera if W:FindFirstChild("\077\111\116\105\111\110\066\108\117\114")then W.MotionBlur:Destroy()end local S=Instance.new("\066\108\117\114\069\102\102\101\099\116")S.Parent=W S.Size=0 S.Name="\077\111\116\105\111\110\066\108\117\114"local v=3 local G=Vector3.new()local A=0 local R={aim_amp=.5;aim_max_change=4;aim_retract=15;aim_max_deg=20}local f=0 local N=0 local a={0;0}local P=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 v=tick()-P P=tick()local G=W.CoordinateFrame.lookVector.magnitude if G==0 then G=.0001 end local A=W.CoordinateFrame.lookVector.y local o if A~=0 then o=math.deg(math.asin(math.abs(A)/G))*(math.abs(A)/A)else o=0 end local k=W.CoordinateFrame local I=k*CFrame.new(0,0,-100)local i=math.deg(math.atan2(k.p.x-I.p.x,k.p.z-I.p.z))+180 local r,K local Y,O=0,0 r=math.abs(o-f)if r~=0 then Y=(o-f)/r end local H={math.abs(i-N),360-math.abs(i-N)}if i==N then O=0 K=0 elseif H[1]<H[2]then K=H[1]O=(i-N)/H[1]else K=H[2]if N>i then O=1 else O=-1 end end f=o N=i a[1]=a[1]/(1+v*R.aim_retract)a[2]=a[2]/(1+v*R.aim_retract)local g=(r*Y)*R.aim_amp if g~=0 then a[1]=a[1]+math.abs(g)*(g/math.abs(g))end local U=(K*O)*R.aim_amp if U~=0 then a[2]=a[2]+math.abs(U)*(U/math.abs(U))end if a[1]~=0 then a[1]=math.abs(a[1])*(math.abs(a[1])/a[1])end if a[2]~=0 then a[2]=math.abs(a[2])*(math.abs(a[2])/a[2])end local L=math.abs(math.rad(a[1]))local E=math.abs(math.rad(a[2]))local C=math.max(L,E)*10 S.Size=C 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)
--Enum.SavedQualitySetting.Automatic

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)
