2019-07-07 07:39:57 UNSELECTED

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elseif i == 8 then ama = -2 * 0.06 - 0.03 pow2 = ama * ama if OBJS.IsMine then sho = (6 + BAR_NUM[i]) * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow1 = sho * sho OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * -math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.005, POS.z - math.sqrt(pow1 + pow2) * -math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then sho = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow1 = sho * sho OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * -math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z - math.sqrt(pow1 + pow2) * -math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then sho = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow1 = sho * sho OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * -math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z - math.sqrt(pow1 + pow2) * -math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 9 then ama = -3 * 0.06 - 0.03 pow2 = ama * ama if OBJS.IsMine then sho = (6 + BAR_NUM[i]) * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow1 = sho * sho OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * -math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.005, POS.z - math.sqrt(pow1 + pow2) * -math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then sho = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow1 = sho * sho OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * -math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z - math.sqrt(pow1 + pow2) * -math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then sho = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow1 = sho * sho OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * -math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z - math.sqrt(pow1 + pow2) * -math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 10 then sho = -4 * 0.06 + 0.03 pow1 = sho * sho if OBJS.IsMine then ama = (-6 + BAR_NUM[i]) * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.0275, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then ama = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then ama = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 11 then sho = -3 * 0.06 + 0.03 pow1 = sho * sho if OBJS.IsMine then ama = (-6 + BAR_NUM[i]) * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.0275, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then ama = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then ama = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 12 then sho = -2 * 0.06 + 0.03 pow1 = sho * sho if OBJS.IsMine then ama = (-6 + BAR_NUM[i]) * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.0275, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then ama = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then ama = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 13 then sho = -1 * 0.06 + 0.03 pow1 = sho * sho if OBJS.IsMine then ama = (-6 + BAR_NUM[i]) * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.0275, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then ama = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then ama = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 14 then sho = 0.03 pow1 = sho * sho if OBJS.IsMine then ama = (-6 + BAR_NUM[i]) * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.0275, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then ama = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then ama = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 15 then sho = 1 * 0.06 + 0.03 pow1 = sho * sho if OBJS.IsMine then ama = (-6 + BAR_NUM[i]) * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.0275, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then ama = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then ama = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 16 then sho = 2 * 0.06 + 0.03 pow1 = sho * sho if OBJS.IsMine then ama = (-6 + BAR_NUM[i]) * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.0275, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then ama = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then ama = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end elseif i == 17 then sho = 3 * 0.06 + 0.03 pow1 = sho * sho if OBJS.IsMine then ama = (-6 + BAR_NUM[i]) * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y - 0.0275, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) OBJS.SetRotation(Quaternion.Euler(0, ANG + 180, 0)) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 1] if OBJS.IsMine then ama = 8 * 0.06 + 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z + -math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end OBJS = PURAMAI_STRSUBITEM[(i - 2) * 2 + 2] if OBJS.IsMine then ama = -8 * 0.06 - 0.02 ANG2 = Vector3.Angle(Vector3.__new(0, 0, 1), Vector3.__new(sho, 0, ama).normalized) if sho < 0 then ANG2 = -1 * ANG2 end pow2 = ama * ama OBJS.SetPosition( Vector3.__new( POS.x + math.sqrt(pow1 + pow2) * math.sin(math.pi * (ANG2 - ANG) / 180), POS.y, POS.z - math.sqrt(pow1 + pow2) * math.cos(math.pi * (ANG2 - ANG) / 180) ) ) end end end end