function slenderman_init_name(e,name) weapon_name[e] = name Hide(e) CollisionOff(e) end function slenderman_main(e) if g_Entity[e]['activated'] == 1 then CollisionOn(e) CharacterControlUnarmed(e) SetCharacterToRun(e) AIEntityGoToPosition(g_Entity[e]['obj'],g_PlayerPosX,g_PlayerPosZ) if GetPlayerDistance(e) < 100 then HurtPlayer(e,1) end end end function slenderman_exit(e) end