function OrientableBody.useAttributeAsSource(m)m:orientFromAttribute()m.attributeConnection=(m.character:GetAttributeChangedSignal(ATTRIBUTE)):Connect(function()m:orientFromAttribute()end)end function OrientableBody.destroy(m)m:applyAngle(m.neck,0,0)m:applyAngle(m.waist,0,0)if m.motor then m.motor:destroy()m.motor=nil end if m.attributeConnection then m.attributeConnection:Disconnect()m.attributeConnection=nil end if m.renderStepConnection then m.renderStepConnection:Disconnect()m.renderStepConnection=nil end end return OrientableBody

function OrientableBody:useAttributeAsSource()
	self:orientFromAttribute()
	self.attributeConnection = self.character:GetAttributeChangedSignal(ATTRIBUTE):Connect(function()
		self:orientFromAttribute()
	end)
end

function OrientableBody:destroy()
	self:applyAngle(self.neck, 0, 0)
	self:applyAngle(self.waist, 0, 0)

	if self.motor then
		self.motor:destroy()
		self.motor = nil
	end
	if self.attributeConnection then
		self.attributeConnection:Disconnect()
		self.attributeConnection = nil
	end
	if self.renderStepConnection then
		self.renderStepConnection:Disconnect()
		self.renderStepConnection = nil
	end
end

return OrientableBody
