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


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)
