repeat wait()until game.Players.LocalPlayer and(game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("\072\101\097\100"))local j=game.Workspace.CurrentCamera if j:FindFirstChild("\077\111\116\105\111\110\066\108\117\114")then j.MotionBlur:Destroy()end local F=Instance.new("\066\108\117\114\069\102\102\101\099\116")F.Parent=j F.Size=0 F.Name="\077\111\116\105\111\110\066\108\117\114"local I=3 local n=Vector3.new()local w=0 local W={aim_amp=.5,aim_max_change=4,aim_retract=15;aim_max_deg=20}local A=0 local k=0 local x={0,0}local v=tick();(game:GetService("\082\117\110\083\101\114\118\105\099\101")).RenderStepped:connect(function()local I=tick()-v v=tick()local n=j.CoordinateFrame.lookVector.magnitude if n==0 then n=.0001 end local w=j.CoordinateFrame.lookVector.y local e if w~=0 then e=math.deg(math.asin(math.abs(w)/n))*(math.abs(w)/w)else e=0 end local m=j.CoordinateFrame local z=m*CFrame.new(0,0,-100)local G=math.deg(math.atan2(m.p.x-z.p.x,m.p.z-z.p.z))+180 local q,Y local T,K=0,0 q=math.abs(e-A)if q~=0 then T=(e-A)/q end local L={math.abs(G-k),360-math.abs(G-k)}if G==k then K=0 Y=0 elseif L[1]<L[2]then Y=L[1]K=(G-k)/L[1]else Y=L[2]if k>G then K=1 else K=-1 end end A=e k=G x[1]=x[1]/(1+I*W.aim_retract)x[2]=x[2]/(1+I*W.aim_retract)local U=(q*T)*W.aim_amp if U~=0 then x[1]=x[1]+math.abs(U)*(U/math.abs(U))end local u=(Y*K)*W.aim_amp if u~=0 then x[2]=x[2]+math.abs(u)*(u/math.abs(u))end if x[1]~=0 then x[1]=math.abs(x[1])*(math.abs(x[1])/x[1])end if x[2]~=0 then x[2]=math.abs(x[2])*(math.abs(x[2])/x[2])end local r=math.abs(math.rad(x[1]))local E=math.abs(math.rad(x[2]))local H=math.max(r,E)*10 F.Size=H 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")

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").RenderStepped:connect(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)
