-- RAGDOLL A R6 CHARACTER.



local function getAttachment0(attachmentName, char)
	for _,child in next,char:GetChildren() do
		local attachment = child:FindFirstChild(attachmentName)
		if attachment then
			return attachment
		end
	end
end

local function ragdollPlayer(char)
	local head = char["Head"]
	local hum = char:WaitForChild("Humanoid")
	local leftarm = char["Left Arm"]
	local leftleg = char["Left Leg"]
	local rightleg = char["Right Leg"]
	local rightarm = char["Right Arm"]
	local torso = char.Torso
	hum.PlatformStand = true
	local root =char:FindFirstChild("HumanoidRootPart")
	if root ~= nil then
		root:Destroy()
	end
	local rootA =Instance.new("Attachment")
	local HeadA = Instance.new("Attachment")
	local LeftArmA = Instance.new("Attachment")
	local LeftLegA = Instance.new("Attachment")
	local RightArmA = Instance.new("Attachment")
	local RightLegA = Instance.new("Attachment")
	local TorsoA = Instance.new("Attachment")
	local TorsoA1 = Instance.new("Attachment")
	local TorsoA2 = Instance.new("Attachment")
	local TorsoA3 = Instance.new("Attachment")
	local TorsoA4 = Instance.new("Attachment")
	local TorsoA5 = Instance.new("Attachment")
	local function set1()
		HeadA.Name = "HeadA"
		HeadA.Parent = head
		HeadA.Position = Vector3.new(0, -0.5, 0)
		HeadA.Rotation = Vector3.new(0, 0, 0)
		HeadA.Axis = Vector3.new(1, 0, 0)
		HeadA.SecondaryAxis = Vector3.new(0, 1, 0)
		LeftArmA.Name = "LeftArmA"
		LeftArmA.Parent = leftarm
		LeftArmA.Position = Vector3.new(0.5, 1, 0)
		LeftArmA.Rotation = Vector3.new(0, 0, 0)
		LeftArmA.Axis = Vector3.new(1, 0, 0)
		LeftArmA.SecondaryAxis = Vector3.new(0, 1, 0)
		LeftLegA.Name = "LeftLegA"
		LeftLegA.Parent = leftleg
		LeftLegA.Position = Vector3.new(0, 1, 0)
		LeftLegA.Rotation = Vector3.new(0, 0, 0)
		LeftLegA.Axis = Vector3.new(1, 0, 0)
		LeftLegA.SecondaryAxis = Vector3.new(0, 1, 0)
		RightArmA.Name = "RightArmA"
		RightArmA.Parent = rightarm
		RightArmA.Position = Vector3.new(-0.5, 1, 0)
		RightArmA.Rotation = Vector3.new(0, 0, 0)
		RightArmA.Axis = Vector3.new(1, 0, 0)
		RightArmA.SecondaryAxis = Vector3.new(0, 1, 0)
		RightLegA.Name = "RightLegA"
		RightLegA.Parent = rightleg
		RightLegA.Position = Vector3.new(0, 1, 0)
		RightLegA.Rotation = Vector3.new(0, 0, 0)
		RightLegA.Axis = Vector3.new(1, 0, 0)
		RightLegA.SecondaryAxis = Vector3.new(0, 1, 0)
		rootA.Name= "rootA"
		rootA.Parent = root
		rootA.Position = Vector3.new(0, 0, 0)
		rootA.Rotation = Vector3.new(0, 90, 0)
		rootA.Axis = Vector3.new(0, 0, -1)
		rootA.SecondaryAxis = Vector3.new(0, 1, 0)
	end
	local function set2()
		TorsoA.Name = "TorsoA"
		TorsoA.Parent = torso
		TorsoA.Position = Vector3.new(0.5, -1, 0)
		TorsoA.Rotation = Vector3.new(0, 0, 0)
		TorsoA.Axis = Vector3.new(1, 0, 0)
		TorsoA.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA1.Name = "TorsoA1"
		TorsoA1.Parent = torso
		TorsoA1.Position = Vector3.new(-0.5, -1, 0)
		TorsoA1.Rotation = Vector3.new(0, 0, 0)
		TorsoA1.Axis = Vector3.new(1, 0, 0)
		TorsoA1.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA2.Name = "TorsoA2"
		TorsoA2.Parent = torso
		TorsoA2.Position = Vector3.new(-1, 1, 0)
		TorsoA2.Rotation = Vector3.new(0, 0, 0)
		TorsoA2.Axis = Vector3.new(1, 0, 0)
		TorsoA2.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA3.Name = "TorsoA3"
		TorsoA3.Parent = torso
		TorsoA3.Position = Vector3.new(1, 1, 0)
		TorsoA3.Rotation = Vector3.new(0, 0, 0)
		TorsoA3.Axis = Vector3.new(1, 0, 0)
		TorsoA3.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA4.Name = "TorsoA4"
		TorsoA4.Parent = torso
		TorsoA4.Position = Vector3.new(0, 1, 0)
		TorsoA4.Rotation = Vector3.new(0, 0, 0)
		TorsoA4.Axis = Vector3.new(1, 0, 0)
		TorsoA4.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA5.Name = "TorsoA5"
		TorsoA5.Parent = torso
		TorsoA5.Position = Vector3.new(0, 0, 0)
		TorsoA5.Rotation = Vector3.new(0, 90, 0)
		TorsoA5.Axis = Vector3.new(0, 0, -1)
		TorsoA5.SecondaryAxis = Vector3.new(0, 1, 0)
	end
	spawn(set1)
	spawn(set2)
	--[[
	local HA = Instance.new("HingeConstraint")
	HA.Parent = head
	HA.Attachment0 = HeadA
	HA.Attachment1 = TorsoA4
	HA.Enabled = true
	HA.LimitsEnabled=true
	HA.LowerAngle=0
	HA.UpperAngle=0
	--]]
	local LAT = Instance.new("BallSocketConstraint")
	LAT.Parent = leftarm
	LAT.Attachment0 = LeftArmA
	LAT.Attachment1 = TorsoA2
	LAT.Enabled = true
	LAT.LimitsEnabled=true
	LAT.UpperAngle=90
	local RAT = Instance.new("BallSocketConstraint")
	RAT.Parent = rightarm
	RAT.Attachment0 = RightArmA
	RAT.Attachment1 = TorsoA3
	RAT.Enabled = true
	RAT.LimitsEnabled=false
	RAT.UpperAngle=90
	local HA = Instance.new("BallSocketConstraint")
	HA.Parent = head
	HA.Attachment0 = HeadA
	HA.Attachment1 = TorsoA4
	HA.Enabled = true
	HA.LimitsEnabled = true
	HA.TwistLimitsEnabled = true
	HA.UpperAngle = 74
	local TLL = Instance.new("BallSocketConstraint")
	TLL.Parent = torso
	TLL.Attachment0 = TorsoA1
	TLL.Attachment1 = LeftLegA
	TLL.Enabled = true
	TLL.LimitsEnabled=true
	TLL.UpperAngle=90
	local TRL = Instance.new("BallSocketConstraint")
	TRL.Parent = torso
	TRL.Attachment0 = TorsoA
	TRL.Attachment1 = RightLegA
	TRL.Enabled = true
	TRL.LimitsEnabled=true
	TRL.UpperAngle=90
	local RTA = Instance.new("BallSocketConstraint")
	RTA.Parent = root
	RTA.Attachment0 = rootA
	RTA.Attachment1 = TorsoA5
	RTA.Enabled = true
	RTA.LimitsEnabled=true
	RTA.UpperAngle=0
	head.Velocity = head.CFrame.p * CFrame.new(0, -41, 0).p
		for _,child in next,char:GetChildren() do
		if child:IsA("Accoutrement") then
			for _,part in next,child:GetChildren() do
				if part:IsA("BasePart") then
					part.Parent = char
					child:remove()
					local attachment1 = part:FindFirstChildOfClass("Attachment")
					local attachment0 = getAttachment0(attachment1.Name, char)
					if attachment0 and attachment1 then
						local constraint = Instance.new("HingeConstraint")
						constraint.Attachment0 = attachment0
						constraint.Attachment1 = attachment1
						constraint.LimitsEnabled = true
						constraint.UpperAngle = 0
						constraint.LowerAngle = 0
						constraint.Parent = char
					end
				end
			end
		end
	end
end

return ragdollPlayer