So I have a custom Camera Bobbing Script and when the player dies it still prints stuff but it doesnt rotate

as i said the camera bobbing script is the problem but i dont know how to go about it

camera Bobbing Script is the thing that makes my new script not work after death

camera bobbing script:

repeat wait() until game:GetService(“Players”).LocalPlayer.Character ~= nil
local runService = game:GetService(“RunService”)
local input = game:GetService(“UserInputService”)
local players = game:GetService(“Players”)

CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.T;} – lets you move your mouse around in firstperson
CanViewBody = true – whether you see your body
Sensitivity = 0.2 – anything higher would make looking up and down harder; recommend anything between 0~1
Smoothness = 0.05 – recommend anything between 0~1
FieldOfView = 100 – fov

local clone = script:Clone()
clone.Parent = game.ReplicatedStorage
clone.Name = “SwayClone”

local cam = game.Workspace.CurrentCamera
local player = players.LocalPlayer
local m = player:GetMouse()
m.Icon = “http://www.roblox.com/asset/?id=569021388” – replaces mouse icon
local character = player.Character or player.CharacterAdded:wait()
local humanoidpart = character.HumanoidRootPart

local head = character:WaitForChild(“Head”)
local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0

local running = true
local freemouse = false


function updatechar()

for _, v in pairs(character:GetChildren())do
	if CanViewBody then
		if v.Name == 'Head' then
			v.LocalTransparencyModifier = 1
			
			v.CanCollide = false
		end
	else
		if v:IsA'Part' or v:IsA'UnionOperation' or v:IsA'MeshPart' then
			v.LocalTransparencyModifier = 1
			v.CanCollide = false
		end
	end
	if v:IsA'Accessory' then
		v:FindFirstChild('Handle').LocalTransparencyModifier = 1
		v:FindFirstChild('Handle').CanCollide = false
	end
	if v:IsA'Hat' then
		v:FindFirstChild('Handle').LocalTransparencyModifier = 1
		v:FindFirstChild('Handle').CanCollide = false
	end

end

end


input.InputChanged:connect(function(inputObject)

if inputObject.UserInputType == Enum.UserInputType.MouseMovement then
	local delta = Vector2.new(inputObject.Delta.x/Sensitivity,inputObject.Delta.y/Sensitivity) * Smoothness

	local X = TargetAngleX - delta.y 
	TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X 
	TargetAngleY = (TargetAngleY - delta.x) %360 
end	

end)

input.InputBegan:connect(function(inputObject)

if inputObject.UserInputType == Enum.UserInputType.Keyboard then
	if inputObject.KeyCode == CanToggleMouse.activationkey then
		if CanToggleMouse.allowed and freemouse == false then
			freemouse = true
		else
			freemouse = false
		end
	end
end

end)


runService:BindToRenderStep(“cam”, Enum.RenderPriority.Camera.Value + 1, function(deltaTime)
if game.ReplicatedStorage.BoolStorage.ThirdPerson.Switch.Value == false then
if running then
print(“Fp”)
CamPos = CamPos + (TargetCamPos - CamPos) *0.28
AngleX = AngleX + (TargetAngleX - AngleX) *0.35
local dist = TargetAngleY - AngleY
dist = math.abs(dist) > 180 and dist - (dist / math.abs(dist)) * 360 or dist
AngleY = (AngleY + dist *0.35) %360
cam.CameraType = Enum.CameraType.Scriptable

	cam.CoordinateFrame = CFrame.new(head.Position) 
	* CFrame.Angles(0,math.rad(AngleY),0) 
	* CFrame.Angles(math.rad(AngleX),0,0)
	* CFrame.new(0,0.3,0) -- offset
	
	humanoidpart.CFrame=CFrame.new(humanoidpart.Position)*CFrame.Angles(0,math.rad(AngleY),0)
	character.Humanoid.AutoRotate = false
	else game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default; character.Humanoid.AutoRotate = true
end

if (cam.Focus.p-cam.CoordinateFrame.p).magnitude < 1 then
	running = false
else
	running = true
	if freemouse == true then
		game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default
	else
		game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.LockCenter
	end
end

if not CanToggleMouse.allowed then
	freemouse = false
end

cam.FieldOfView = FieldOfView
else
	if game.ReplicatedStorage.BoolStorage.ThirdPerson.Switch.Value == true then
		if running then
			print("Thp")
			CamPos = CamPos + (TargetCamPos - CamPos) *0.28 
			AngleX = AngleX + (TargetAngleX - AngleX) *0.35 
			local dist = TargetAngleY - AngleY 
			dist = math.abs(dist) > 180 and dist - (dist / math.abs(dist)) * 360 or dist 
			AngleY = (AngleY + dist *0.35) %360
			cam.CameraType = Enum.CameraType.Scriptable

			cam.CoordinateFrame = CFrame.new(head.Position) 
				* CFrame.Angles(0,math.rad(AngleY),0) 
				* CFrame.Angles(math.rad(AngleX),0,0)
				* CFrame.new(2,0.2,6) -- offset

			humanoidpart.CFrame=CFrame.new(humanoidpart.Position)*CFrame.Angles(0,math.rad(AngleY),0)
			character.Humanoid.AutoRotate = false
		else game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default; character.Humanoid.AutoRotate = true
		end

		if (cam.Focus.p-cam.CoordinateFrame.p).magnitude < 1 then
			running = false
		else
			running = true
			if freemouse == true then
				game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default
			else
				game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.LockCenter
			end
		end

		if not CanToggleMouse.allowed then
			freemouse = false
		end

		cam.FieldOfView = FieldOfView
	end
end	

end)


script that still works but doesnt do anything script:

local Waist = (not IsR6 and Trso:WaitForChild(“Waist”)) --[R6 doesn’t have a waist joint, unfortunately.]

–[[
[Whether rotation follows the camera or the mouse.]
[Useful with tools if true, but camera tracking runs smoother.]
–]]
local MseGuide = false
–[[
[Whether the whole character turns to face the mouse.]
[If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0]
–]]
local TurnCharacterToMouse = false
–[[
[Horizontal and Vertical limits for head and body tracking.]
[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
–]]
local HeadHorFactor = 1
local HeadVertFactor = 0.6
local BodyHorFactor = 0.0
local BodyVertFactor = 0.0

–[[
[How fast the body rotates.]
[Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.]
[Setting this any higher than 1 causes weird glitchy shaking occasionally.]
–]]
local UpdateSpeed = 0.5

local NeckOrgnC0 = Neck.C0 --[Get the base C0 to manipulate off of.]
local WaistOrgnC0 = (not IsR6 and Waist.C0) --[Get the base C0 to manipulate off of.]

–[Setup]:

Neck.MaxVelocity = 1/3

– Activation]:
if TurnCharacterToMouse == true then
MseGuide = true
HeadHorFactor = 0
BodyHorFactor = 0
end

game:GetService(“RunService”).RenderStepped:Connect(function()
local CamCF = Cam.CoordinateFrame
if Plr.Character.Humanoid.Health > 0 then
print(“Cewl”)
local Head = Body:WaitForChild(“Head”)
if ((IsR6 and Body[“Torso”]) or Body[“UpperTorso”])~=nil and Body[“Head”]~=nil then --[Check for the Torso and Head…]
local TrsoLV = Trso.CFrame.lookVector
local HdPos = Head.CFrame.p
if IsR6 and Neck or Neck and Waist then --[Make sure the Neck still exists.]
if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then
local Dist = nil;
local Diff = nil;
if not MseGuide then --[If not tracking the Mouse then get the Camera.]
Dist = (Head.CFrame.p-CamCF.p).magnitude
Diff = Head.CFrame.Y-CamCF.Y
if not IsR6 then --[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.]
Neck.C0 = Neck.C0:lerp(NeckOrgnC0Ang((aSin(Diff/Dist)HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).YHeadHorFactor, 0), UpdateSpeed/2)
Waist.C0 = Waist.C0:lerp(WaistOrgnC0
Ang((aSin(Diff/Dist)BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).YBodyHorFactor, 0), UpdateSpeed/2)
else --[R15s actually have the properly oriented Neck CFrame.]
Neck.C0 = Neck.C0:lerp(NeckOrgnC0Ang(-(aSin(Diff/Dist)HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).YHeadHorFactor),UpdateSpeed/2)
end
else
local Point = Mouse.Hit.p
Dist = (Head.CFrame.p-Point).magnitude
Diff = Head.CFrame.Y-Point.Y
if not IsR6 then
Neck.C0 = Neck.C0:lerp(NeckOrgnC0
Ang(-(aTan(Diff/Dist)HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).YHeadHorFactor, 0), UpdateSpeed/2)
Waist.C0 = Waist.C0:lerp(WaistOrgnC0Ang(-(aTan(Diff/Dist)BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).YBodyHorFactor, 0), UpdateSpeed/2)
else
Neck.C0 = Neck.C0:lerp(NeckOrgnC0
Ang((aTan(Diff/Dist)HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).YHeadHorFactor), UpdateSpeed/2)
end
end
end
end
end
if TurnCharacterToMouse == true then
Hum.AutoRotate = false
Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2)
else
Hum.AutoRotate = true
end
end
end)