function CharacterRealism.UpdateLookAngles(B,q)local j,S=B:ComputeLookAngle()B:OnLookReceive(B.Player,j,S)local D=B.LastUpdate or 0 local L=os.clock()if L-D>.5 then j=Util:RoundNearestInterval(j,.05)S=Util:RoundNearestInterval(S,.05)if j~=B.Pitch then B.Pitch=j B.Dirty=true end if S~=B.Yaw then B.Yaw=S B.Dirty=true end if B.Dirty then B.Dirty=false B.LastUpdate=L B.SetLookAngles:FireServer(j,S)end end local E=workspace.CurrentCamera local G=E.CFrame.Position local d=B.Player local r for q,j in pairs(B.Rotators)do if not q.Parent then if not r then r={}end r[q]=true continue end local S=Players:GetPlayerFromCharacter(q)local D=S and S:DistanceFromCharacter(G)or 0 if S~=d and D>30 then continue end local E=j.LastStep or 0 local o=L-E local s=q:FindFirstChildOfClass("\072\117\109\097\110\111\105\100")local O=s and s.RootPart if not O then continue end local Q=j.Pitch B:StepValue(Q,o)local P=j.Yaw B:StepValue(P,o)local h=j.Motors j.LastStep=L if not h then continue end for B,S in pairs(B.RotationFactors)do local D=h and h[B]if not D then continue end local L=D.Motor local E=D.Origin if E then local q=L.Part0 local B=E.Parent if q and q~=B then local B=q:FindFirstChild(E.Name)if B and B:IsA("\065\116\116\097\099\104\109\101\110\116")then E=B D.Origin=B end end E=E.CFrame elseif D.C0 then E=D.C0 else continue end local G=Q.Current or 0 local d=P.Current or 0 if j.SnapFirstPerson and B=="\072\101\097\100"then if FpsCamera:IsInFirstPerson()then G=Q.Goal d=P.Goal end end local r=G*S.Pitch local o=d*S.Yaw if B:sub(-4)==" \065\114\109"or B:sub(-8)=="\085\112\112\101\114\065\114\109"then local j=q:FindFirstChildOfClass("\084\111\111\108")if j and not CollectionService:HasTag(j,"\078\111\065\114\109\082\111\116\097\116\105\111\110")then if B:sub(1,5)=="\082\105\103\104\116"and O:GetRootPart()~=O then r=G*1.3 o=d*1.3 else o=d*.8 end end end local s=false if r~=Q.Value then Q.Value=r s=true end if o~=P.Value then P.Value=o s=true end if s then local q=E-E.Position local B=CFrame.Angles(0,r,0)*CFrame.Angles(o,0,0)L.C0=((E*q:Inverse())*B)*q end end end if r then for q in pairs(r)do local j=B.Rotators[q]local S=j and j.Listener if S then S:Disconnect()end B.Rotators[q]=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
				if FpsCamera:IsInFirstPerson() then
					pitch = pitchState.Goal
					yaw = yawState.Goal
				end
			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
