--// Renders

game:GetService('RunService').Heartbeat:connect(function()
	if L_18_ then
		L_11_.Rotation = L_11_.Rotation + 5000
		L_12_.Rotation = L_11_.Rotation + 5000
		if L_10_ then
			L_13_.Rotation = L_13_.Rotation + 5000
			L_14_.Rotation = L_13_.Rotation + 5000
		end
		
		local L_81_, L_82_, L_83_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_3_:WaitForChild('Engine').CFrame.p, (L_3_:WaitForChild('Engine').CFrame.upVector).unit * -20), L_21_)
				
		if L_81_ then
			local L_84_ = Vector3.new(0, 1, 0):Cross(L_83_)
			local L_85_ = math.asin(L_84_.magnitude)
			if not L_15_ then
				L_15_ = Instance.new('Part', workspace)
				table.insert(L_21_, L_15_)
				--newPart.Position = position
				L_15_.Anchored = true
				L_15_.CanCollide = false
				L_15_.Transparency = 1
				L_15_.CFrame = CFrame.new(L_82_) * CFrame.fromAxisAngle(L_84_.magnitude == 0 and Vector3.new(1) or L_84_.unit, L_85_)
			elseif L_15_ then
				--newPart.Position = position
				L_15_.Anchored = true
				L_15_.CanCollide = false
				L_15_.Transparency = 1
				L_15_.CFrame = CFrame.new(L_82_) * CFrame.fromAxisAngle(L_84_.magnitude == 0 and Vector3.new(1) or L_84_.unit, L_85_)
			end
			if not L_16_ and not L_17_ then
				L_16_ = L_19_:WaitForChild('Debris'):clone()
				L_16_.Parent = L_15_
				L_16_.Enabled = true
				L_17_ = L_19_:WaitForChild('DustUp'):clone()
				L_17_.Parent = L_15_
				L_17_.Enabled = true
			end	
			
			if L_17_ then
				L_17_.Color = ColorSequence.new(L_81_.BrickColor.Color)
			end
		end
		
		if not L_81_ then
			if L_15_ then
				L_16_.Enabled = false
				L_17_.Enabled = false
			end
		elseif L_81_ then
			if L_15_ then
				L_16_.Enabled = true
				L_17_.Enabled = true
			end
		end
	end
end)
