-- SETTINGS -- local settings = _G settings["Use default animations"] = true settings["Fake character transparency level"] = 1 -- 0 to disable settings["Disable character scripts"] = true settings["Fake character should collide"] = true settings["Parent real character to fake character"] = false settings["Respawn character"] = true --[[ only should be disabled if your character havent played ANY animations, otherwise it breaks the reanimate ]] settings["Instant respawn"] = false --[[ Instant respawns the character, it will still wait the respawn time, but your character wont be dead. Requires: replicatesignal function Enable if you want the feature ]] settings["Names to exclude from transparency"] = { --[[ example: ["HumanoidRootPart"] = true, ["Left Arm"] = true ]] } (function() if getgenv then return getgenv() else return _G end end)().fling = nil local finished = false task.spawn(function() loadstring(game:HttpGet("https://raw.githubusercontent.com/somethingsimade/currentangle-reanimate/refs/heads/main/main"))() end) repeat task.wait() until finished -- USAGE: getgenv().fling(character, time, yield) if you dont have getgenv: _G.fling(character, time, yield) -- or just fling(character, time, yield) -- time is for how much time in seconds it will fling -- the character -- yield is if the fling function will yield -- you can put your converted script under here