Nope, all Motor6D’s are not being changed. The only C0 and C1 changes that I’m aware of is from my equip function
Entire RunService code:
RunService.RenderStepped:Connect(function(deltaTime)
local n = (1 / deltaTime) / 60
weapon.DELTA_TIME = deltaTime
if viewmodel:FindFirstChild('HumanoidRootPart') then
local distance = (playerHead.CFrame.p - mouse.Hit.p).magnitude
local difference = playerHead.CFrame.Y - mouse.Hit.Y
local CamDirection = root.CFrame:toObjectSpace(workspace.Camera.CFrame).LookVector
local rightX, rightY, rightZ = Rshoulder.C0:ToEulerAnglesYXZ()
local leftX, leftY, leftZ = Lshoulder.C0:ToEulerAnglesYXZ()
Rshoulder.C0 = (Rshoulder.C0 * CFAng(0, 0, -rightZ)) * CFAng(0, 0, asin((mouse.Hit.p - mouse.Origin.p).unit.y))
Lshoulder.C0 = (Lshoulder.C0 * CFAng(0, 0, -leftZ)) * CFAng(0, 0, asin((-mouse.Hit.p - -mouse.Origin.p).unit.y))
local CameraDirection = Character:WaitForChild("HumanoidRootPart").CFrame:toObjectSpace(camera.CFrame).lookVector
neck.C0 = CFNew(0, YOffset, 0) * CFAng(3 * math.pi/2, 0, math.pi) * CFAng(0, 0, -asin(CameraDirection.x)) * CFAng(-asin(CameraDirection.y), 0, 0)
viewmodel.CameraBone.CFrame = workspace.Camera.CFrame
if leaning ~= false then
humanoid.CameraOffset = Vector3.new(e, -math.abs(e * 0.1), 0)
if e < cameraOffsetOrient then
e += 0.5
a = e - 2
elseif e > cameraOffsetOrient then
e -= 0.5
a = 0
end
local function init(count)
workspace.Camera.CFrame *= CFrame.Angles(0, 0, math.rad(count))
viewmodel.HumanoidRootPart.CFrame = workspace.Camera.CFrame
end
if count < countMax then
count += increment
init(count)
elseif count > countMax and math.sign(increment) == -1 then
count += increment
init(count)
elseif count == countMax then
init(count)
end
if leaning == nil and count == countMax then
leaning = false
end
end
local velocity = Character.HumanoidRootPart.Velocity
local movementSway = Vector3.new(getBobbing(10, speed, modifier), getBobbing(5, speed, modifier),getBobbing(5, speed, modifier))
weapon.SPRINGS.SWAY:shove((movementSway / 25) * deltaTime * 60 * velocity.Magnitude)
local sway = weapon.SPRINGS.SWAY:update(deltaTime)
viewmodel.HumanoidRootPart.CFrame = viewmodel.HumanoidRootPart.CFrame:ToWorldSpace(CFrame.new(sway.x / 4, sway.y / 2, 0))
local mouseDelta = game:GetService("UserInputService"):GetMouseDelta()
weapon.SPRINGS.GUN_BOBBLE:shove(Vector3.new(mouseDelta.Y / 500 ,mouseDelta.X / 200))
local gunBobble = weapon.SPRINGS.GUN_BOBBLE:update(deltaTime)
local gunBobbles = math.deg(gunBobble.X)
gunBobbles = math.clamp(gunBobble.X, 0, 25)
gunBobbles = math.rad(gunBobble.X)
viewmodel.HumanoidRootPart.CFrame *= CFrame.Angles(gunBobbles, gunBobble.Y, gunBobble.Z)
local recoil = weapon.SPRINGS.RECOIL:update(deltaTime)
workspace.Camera.CFrame *= CFrame.Angles(recoil.X*n, recoil.Y*n, recoil.Z*n)
local kick = weapon.SPRINGS.KICK:update(deltaTime)
viewmodel.CameraBone.CFrame *= CFrame.new(kick.X*n, kick.Y*n, kick.Z*n)
local botPos = bottomCrosshairSpring:update(deltaTime)
crosshairLower.Bottom.Position = UDim2.new(0.5, 0, -botPos.Y, 0)
crosshairLower.Right.Position = UDim2.new(-botPos.Y, 0.5, 0.5, 0)
local upPos = upCrosshairSpring:update(deltaTime)
crosshairUpper.Up.Position = UDim2.new(0.5, 0, -botPos.Y, 0.5)
crosshairUpper.Left.Position = UDim2.new(-botPos.Y, 0.5, 0.5, 0)
if weapon.AIMING then
weapon.SIGHT.CFrame = weapon.SIGHT.CFrame:Lerp(workspace.Camera.CFrame, deltaTime)
end
end
end)