HealPart.Touched:Connect(function(K)local q=Players:GetPlayerFromCharacter(K.Parent)local H=K.Parent:FindFirstChild("\072\117\109\097\110\111\105\100")if q and H then local r=((K.Parent:GetPivot()).Position-HealPart.Position).Magnitude if r<100 then if Cooldown[q]then return end Cooldown[q]=true H.Health=H.MaxHealth Fountain.Healed:FireClient(q,workspace:GetServerTimeNow())task.wait(Timer)Cooldown[q]=nil end end end)
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HealPart.Touched:Connect(function(HitPart)
	local Player = Players:GetPlayerFromCharacter(HitPart.Parent)
	local Humanoid = HitPart.Parent:FindFirstChild("Humanoid")

	if Player and Humanoid then
		local Magnitude = (HitPart.Parent:GetPivot().Position - HealPart.Position).Magnitude

		if Magnitude < 100 then -- The client can move this with them on the client-side, and touch events will still pass. Just makes it a tiny bit more tedious, cause then they'd have to TP :3
			if Cooldown[Player] then
				return
			end
			Cooldown[Player] = true

			Humanoid.Health = Humanoid.MaxHealth
			Fountain.Healed:FireClient(Player, workspace:GetServerTimeNow())

			task.wait(Timer)
			Cooldown[Player] = nil
		end
	end
end)
