Prompt:
-- Convenience function so that calling code does not have to first get the activeController
-- and then call GetMoveVector on it. When there is no active controller, this function returns
-- nil so that this case can be distinguished from no current movement (which returns zero vector).

Response:
function ControlModule:GetMoveVector()
	if self.activeController then
		return self.activeController:GetMoveVector()
	end
	return Vector3.new(0,0,0)
end

function ControlModule:GetActiveController()
	return self.activeController
end

function ControlModule:Enable(enable)
	if not self.activeController then
		return
	end

	if enable == nil then
		enable = true
	end
	if enable then
		if self.touchControlFrame then
			self.activeController:Enable(true, self.touchControlFrame)
		else
			if self.activeControlModule == ClickToMove then
				-- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls.
				-- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only spacebar to jump.
				self.activeController:Enable(true, Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice)
			else
				self.activeController:Enable(true)
			end
		end
	else
		self:Disable()
	end
end


Prompt: --You can change the values below to suit your needs

Response:
local max_mode = 6 --The maximum amount of modes forwards. Set to 0 to disable forwards motion.

local min_mode = -6 --The minimum amount of modes backwards. Set to 0 to disable backwards motion.

local increment_speed = 0.5 --The amount in which the speed value increments with every mode.


Prompt:
-- When players fail to load data, their key is put in a list so that their
-- data does not save and override existing data

Response: local tempData = {}


Prompt:
--[[
	Destroys all systems
]]

Response:
function SystemManager.destroySystems()
	for _, system in pairs(systems) do
		system:destroy()
	end
end


Prompt:
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	return plrData.Classes.Base.Smasher.XP.Value < 20
end


Prompt:
--local function lastInputTypeChanged(inputType)
--	if inputType == Enum.UserInputType.Touch then


Prompt:
--[[
		___      _______                _
	   / _ |____/ ___/ /  ___ ____ ___ (_)__
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/
 						SecondLogic @ Inspare
]]

Response:
local autoscaling	= false					--Estimates top speed

local UNITS	= {								--Click on speed to change units
											--First unit is default
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 280				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 370				,
		spInc			= 40				, -- Increment between labelled notches
	},

	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 400				,
		spInc			= 40				, -- Increment between labelled notches
	}
}


Prompt: -------- OMG HAX

Response:
r = game:service("RunService")

local damage = 5

local slash_damage = 12
local lunge_damage = 35

sword = script.Parent.Handle
Tool = script.Parent

local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1

function blow(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end

	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Lunge"
	anim.Parent = Tool

	force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.2)
	swordOut()
	wait(.2)
	force.Parent = nil
	wait(.4)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
	-- parry
end

Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return
	end

	t = r.Stepped:wait()

	if (t - last_attack < .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)

connection = sword.Touched:connect(blow)


Response:
local plr = game.Players.LocalPlayer
local char = plr.Character
local hum = char:WaitForChild("Humanoid")
local gaurdingAnimation = hum.Animator:LoadAnimation(RS.Animations.Combat.Player:WaitForChild("Block"))
local CD = 1


Prompt: ------------------------------------[[PLAYLIST]---------------------------------------------------------------------------------------------------------------------

Response:
song1 = "http://www.roblox.com/asset/?id=4924940868" --insert the ID number after the "/?id="
song2 = "http://www.roblox.com/asset/?id=2087798404"
song3 = "http://www.roblox.com/asset/?id=1608398085"
song4 = "http://www.roblox.com/asset/?id=1327798905"
song5 = "http://www.roblox.com/asset/?id=2868925132"
song6 = "http://www.roblox.com/asset/?id=5466929560"
song7 = "http://www.roblox.com/asset/?id=1572404379"
song8 = "http://www.roblox.com/asset/?id=1859222085"
song9 = "http://www.roblox.com/asset/?id=4924940868"
song10 = "http://www.roblox.com/asset/?id=5625100862"
song11 = "http://www.roblox.com/asset/?id=2023642240"
song12 = "http://www.roblox.com/asset/?id=1572323159"


Prompt:
--[[
	CameraModule - This ModuleScript implements a singleton class to manage the
	selection, activation, and deactivation of the current camera controller,
	character occlusion controller, and transparency controller. This script binds to
	RenderStepped at Camera priority and calls the Update() methods on the active
	controller instances.

	The camera controller ModuleScripts implement classes which are instantiated and
	activated as-needed, they are no longer all instantiated up front as they were in
	the previous generation of PlayerScripts.

	2018 PlayerScripts Update - AllYourBlox
--]]

Response:
local CameraModule = {}
CameraModule.__index = CameraModule

local FFlagUserRemoveTheCameraApi do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserRemoveTheCameraApi")
	end)
	FFlagUserRemoveTheCameraApi = success and result
end


Prompt: --EDIT BELOW----------------------------------------------------------------------

Response:
settings.PianoSoundRange = 150

settings.KeyAesthetics = true

settings.PianoSounds = {
		"269058581",
		"269058744",
		"269058842",
		"269058899",
		"269058974",
		"269059048"
}


Prompt: --// Ammo Settings

Response:
	Ammo = 15;
	StoredAmmo = 15;
	MagCount = 8; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = 3;

	--// Damage Setting
	BaseDamage = script.Parent.Damage.Value; -- Torso Damage
	LimbDamage = 35; -- Arms and Legs
	ArmorDamage = 35; -- How much damage is dealt against armor (Name the armor "Armor")
	HeadDamage = 60; -- If you set this to 100, there's a chance the player won't die because of the heal script


Prompt:
-- Returns the common parts of the given paths or {} if no
-- common parts were found.

Response:
function Path:_commonParts(...: string)
	local common_parts: Array<string> = {}
	local paths: Array<string> = { ... }
	local split_paths = {}
	for _, path in ipairs(paths) do
		table.insert(split_paths, self:_splitBySeparators(path))
	end
	for part_i = 1, #split_paths[1] do
		local test_part = split_paths[1][part_i]
		for path_i = 2, #split_paths do
			local part = split_paths[path_i][part_i]
			if not self:pathsEqual(test_part, part) then
				return common_parts
			end
		end
		table.insert(common_parts, test_part)
	end
	return common_parts
end


Response:
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
		if key == "k" then --Camera controls
	        if cam == ("car") then
				Camera.CameraSubject = player.Character.Humanoid
				Camera.CameraType = ("Custom")
				cam = ("freeplr")
				Camera.FieldOfView = 70
			elseif cam == ("freeplr") then
				Camera.CameraSubject = player.Character.Humanoid
				Camera.CameraType = ("Attach")
				cam = ("lockplr")
				Camera.FieldOfView = 45
	        elseif cam == ("lockplr") then
				Camera.CameraSubject = carSeat
				Camera.CameraType = ("Custom")
				cam = ("car")
				Camera.FieldOfView = 70
	        end
		elseif key == "[" then -- volume down
			if carSeat.Parent.Body.MP.Sound.Volume >= 0 then
				handler:FireServer('volumedown', true)
				carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.MPL.Sound.Volume)
			end
		elseif key == "]" then -- volume up
			if carSeat.Parent.Body.MP.Sound.Volume <= 10 then
				handler:FireServer('volumeup', true)
				carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.MPL.Sound.Volume)
			end
 elseif key == "u" then
					handler:FireServer("Radio")
				elseif key == "g" then
					handler:FireServer("Delete")
				elseif key == "n" then
					handler:FireServer("Tabs")
	end
end)

HUB.Sport.MouseButton1Click:connect(function() --Hide tracker names
	handler:FireServer('Sport')
end)

HUB.Comfort.MouseButton1Click:connect(function() --Hide tracker names
	handler:FireServer('Comfort')
end)

HUB.Dynamic.MouseButton1Click:connect(function() --Hide tracker names
	handler:FireServer('Dynamic')
end)

carSeat.Indicator.Changed:connect(function()
	if carSeat.Indicator.Value == true then
		script.Parent.Indicator:Play()
	else
		script.Parent.Indicator2:Play()
	end
end)

game.Lighting.Changed:connect(function(prop)
	if prop == "TimeOfDay" then
	handler:FireServer('TimeUpdate')
	end
end)

if game.Workspace.FilteringEnabled == true then
	handler:FireServer('feON')
elseif game.Workspace.FilteringEnabled == false then
	handler:FireServer('feOFF')
end

carSeat.LI.Changed:connect(function()
	if carSeat.LI.Value == true then
		carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = true
		script.Parent.HUB.Left.Visible = true
	else
		carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = false
		script.Parent.HUB.Left.Visible = false
	end
end)

carSeat.RI.Changed:connect(function()
	if carSeat.RI.Value == true then
		carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = true
		script.Parent.HUB.Right.Visible = true
	else
		carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = false
		script.Parent.HUB.Right.Visible = false
	end
end)

while wait() do
	carSeat.Parent.Body.Dash.DashSc.G.Spd.Text = (math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88))).." mph")
	carSeat.Parent.Body.Dash.Screen.G.Screen.StatusBar.Time.Text = game.Lighting.TimeOfDay
	carSeat.Parent.Body.Dash.DashSc2.G.Time.Text = game.Lighting.TimeOfDay
end


Prompt: --Precalculated paths

Response:
local t,f,n=true,false,{}
local r={
[58]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58},t},
[49]={{25,26,27,28,44,45,49},t},
[16]={n,f},
[19]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19},t},
[59]={{25,26,27,28,29,31,32,34,35,39,41,59},t},
[63]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t},
[34]={{25,26,27,28,29,31,32,34},t},
[21]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,21},t},
[48]={{25,26,27,28,44,45,49,48},t},
[27]={{25,26,27},t},
[14]={n,f},
[31]={{25,26,27,28,29,31},t},
[56]={{25,26,27,28,29,31,32,34,35,39,41,30,56},t},
[29]={{25,26,27,28,29},t},
[13]={n,f},
[47]={{25,26,27,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{25,26,27,28,44,45},t},
[57]={{25,26,27,28,29,31,32,34,35,39,41,30,56,57},t},
[36]={{25,26,27,28,29,31,32,33,36},t},
[25]={{25},t},
[71]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71},t},
[20]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20},t},
[60]={{25,26,27,28,29,31,32,34,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t},
[22]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t},
[74]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t},
[62]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{25,26,27,28,29,31,32,33,36,37},t},
[2]={n,f},
[35]={{25,26,27,28,29,31,32,34,35},t},
[53]={{25,26,27,28,44,45,49,48,47,52,53},t},
[73]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t},
[72]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72},t},
[33]={{25,26,27,28,29,31,32,33},t},
[69]={{25,26,27,28,29,31,32,34,35,39,41,60,69},t},
[65]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{25,26},t},
[68]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{25,26,27,28,29,31,32,34,35,39,41,59,61,71,72,76},t},
[50]={{25,26,27,28,44,45,49,48,47,50},t},
[66]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{25,24},t},
[23]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,23},t},
[44]={{25,26,27,28,44},t},
[39]={{25,26,27,28,29,31,32,34,35,39},t},
[32]={{25,26,27,28,29,31,32},t},
[3]={n,f},
[30]={{25,26,27,28,29,31,32,34,35,39,41,30},t},
[51]={{25,26,27,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{25,26,27,28,29,31,32,34,35,39,41,59,61},t},
[55]={{25,26,27,28,44,45,49,48,47,52,53,54,55},t},
[46]={{25,26,27,28,44,45,49,48,47,46},t},
[42]={{25,26,27,28,29,31,32,34,35,38,42},t},
[40]={{25,26,27,28,29,31,32,34,35,40},t},
[52]={{25,26,27,28,44,45,49,48,47,52},t},
[54]={{25,26,27,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{25,26,27,28,29,31,32,34,35,39,41},t},
[17]={n,f},
[38]={{25,26,27,28,29,31,32,34,35,38},t},
[28]={{25,26,27,28},t},
[5]={n,f},
[64]={{25,26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t},
}
return r


Prompt:
--[=[
	@param instance Instance
	@return RBXScriptConnection
	Attaches the trove to a Roblox instance. Once this
	instance is removed from the game (parent or ancestor's
	parent set to `nil`), the trove will automatically
	clean up.

	:::caution
	Will throw an error if `instance` is not a descendant
	of the game hierarchy.
	:::
]=]

Response:
function Trove:AttachToInstance(instance: Instance)
	if self._cleaning then
		error("Cannot call trove:AttachToInstance() while cleaning", 2)
	elseif not instance:IsDescendantOf(game) then
		error("Instance is not a descendant of the game hierarchy", 2)
	end
	return self:Connect(instance.Destroying, function()
		self:Destroy()
	end)
end


Prompt: --Main Settings:

Response:
HANDBRAKE		= true
PADDLE_SHIFTER	= true
PEDALS		 	= true
SHIFTER			= true
STEERING_WHEEL	= true


Prompt:
--[[
	Returns the height offset from the bottom of a character to the middle of its HumanoidRootPart
--]]

Response:
local function getHumanoidRootPartOffset(humanoid: Humanoid)
	local rootPart = humanoid.RootPart
	assert(rootPart, "Humanoid has no RootPart set")

	return (rootPart.Size.Y * 0.5) + humanoid.HipHeight
end

return getHumanoidRootPartOffset


Prompt: ---[[ Fade Out and In Settings ]]

Response:
module.ChatWindowBackgroundFadeOutTime = 0.5 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 30				--Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.8
module.ChatShouldFadeInFromNewInformation = true
module.ChatAnimationFPS = 60.0


Prompt: --// Tables

Response:
local L_75_ = {

	"285421759";
	"151130102";
	"151130171";
	"285421804";
	"287769483";
	"287769415";
	"285421687";
	"287769261";
	"287772525";
	"287772445";
	"287772351";
	"285421819";
	"287772163";

}

local L_76_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace)
L_76_.Name = "BulletModel: " .. L_2_.Name

local L_77_

local L_78_ = L_23_.Ammo
local L_79_ = L_23_.StoredAmmo * L_23_.MagCount

local L_80_ = L_23_.ExplosiveAmmo

IgnoreList = {
	L_3_,
	L_76_,
	L_5_
}


Prompt: -- listen for jumping and landing and apply Sway and camera mvoement to the Viewmodel

Response:
Humanoid.StateChanged:Connect(function(oldstate, newstate)
	if isFirstPerson == true and IncludeJumpSway == true then -- dont apply camera/Viewmodel changes if we aren't in first person
		if newstate == Enum.HumanoidStateType.Landed then
			-- animate the camera's landing "thump"
			--
			-- tween a dummy cframe value for camera recoil
			local camedit = Instance.new("CFrameValue")
			camedit.Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(-0.75)*SwaySize,0,0)
			local landedrecoil = TweenService:Create(camedit, TweenInfo.new((0.03*6)/Sensitivity, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; landedrecoil:Play() ; game.Debris:AddItem(landedrecoil, 2)
			landedrecoil.Completed:Connect(function()
				camedit.Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0.225)*SwaySize,0,0)
				local landedrecovery = TweenService:Create(camedit, TweenInfo.new((0.03*24)/Sensitivity, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; landedrecovery:Play(); game.Debris:AddItem(landedrecovery, 3)
			end)
			-- apply the camera adjustments
			spawn(function()
				for i = 1,60 do
					Camera.CFrame = Camera.CFrame*camedit.Value
					RunService.Heartbeat:Wait()
				end
			end)
			-- animate the jump Sway to make the Viewmodel thump down on landing
			local viewmodelrecoil = TweenService:Create(JumpSwayGoal, TweenInfo.new(0.15/Sensitivity, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)*CFrame.Angles(-math.rad(5)*SwaySize,0,0)}) ; viewmodelrecoil:Play(); game.Debris:AddItem(viewmodelrecoil, 2)
			viewmodelrecoil.Completed:Connect(function()
				local viewmodelrecovery = TweenService:Create(JumpSwayGoal, TweenInfo.new(0.7/Sensitivity, Enum.EasingStyle.Quart, Enum.EasingDirection.Out), {Value = CFrame.new(0,0,0)}) ; viewmodelrecovery:Play() ; game.Debris:AddItem(viewmodelrecovery, 2)
			end)
		elseif newstate == Enum.HumanoidStateType.Freefall then
			-- animate jump Sway when the Character is falling or jumping
			local viewmodeljump = TweenService:Create(JumpSwayGoal, TweenInfo.new(0.5/Sensitivity, Enum.EasingStyle.Sine), {Value = CFrame.new(0,0,0)*CFrame.Angles(math.rad(7.5)*SwaySize,0,0)}) ; viewmodeljump:Play() ; game.Debris:AddItem(viewmodeljump, 2)
		end
	end
end)

local ArmCoroutine


Prompt: -- Get the policy info for the user

Response:
local success, result = pcall(PolicyService.GetPolicyInfoForPlayerAsync, PolicyService, player)
if success and result then
	if not result.AreAdsAllowed then
		-- Destroy all Main Portal Template instances on the user's client if ads are not allowed
		mainPortal:Destroy()
		mainImageAdUnit:Destroy()
	end
else
	print("Failed to get policy for player", player.Name, "Exception:", result)
end


Prompt: -----------------------------------------------| Save Stats |------------------------------------------------------------

Response:
local DataStoreService = game:GetService("DataStoreService")
local myDataStore = DataStoreService:GetDataStore("myDataStore")

game.Players.PlayerAdded:Connect(function(player)
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = player

	local Time = Instance.new("IntValue")
	Time.Name = "Time"
	Time.Parent = leaderstats

	local playerUserId = "Player"..player.UserId

	local data

	local success, errormessage = pcall(function()
		data = myDataStore:GetAsync(playerUserId)
	end)

	if success then
		Time.Value = data
	end

	while wait(1) do
		player.leaderstats.Time.Value = player.leaderstats.Time.Value + 0 --Don't change it or it will make it go up twice
	end
end)

game.Players.PlayerRemoving:Connect(function(player)
	local playerUserId = "Player"..player.UserId

	local data = player.leaderstats.Time.Value

	myDataStore:SetAsync(playerUserId, data)

end)


Prompt:
--!nonstrict
--[[
	-- Original By Kip Turner, Copyright Roblox 2014
	-- Updated by Garnold to utilize the new PathfindingService API, 2017
	-- 2018 PlayerScripts Update - AllYourBlox
--]]


Prompt: --!strict

Response:
local PhysicsService = game:GetService("PhysicsService")

local OPT_CREATE_GROUPS = true
local OPT_GROUP_ATTRIBUTE = "CollisionGroup"
local ERR_NO_GROUP = "No %q attribute has been set on %s"

local fmt = string.format

local Util = {}

Util.__index = Util

function Util.new(instance: Instance)
	local self = setmetatable({}, Util)

	self._events = {}
	self._target = instance
	self._group = instance:GetAttribute(OPT_GROUP_ATTRIBUTE)

	if type(self._group) ~= "string" then
		error(fmt(ERR_NO_GROUP, OPT_GROUP_ATTRIBUTE, instance:GetFullName()), 2)
	end

	self:ApplyCollisionGroup()

	table.insert(self._events, self._target.DescendantAdded:Connect(function(child)
		if child:IsA("BasePart") then
			self:ApplyCollisionGroupToPart(child::BasePart)
		end
	end))

	return self
end

function Util:CreateCollisionGroupIfNotExists()
	if OPT_CREATE_GROUPS == false then
		return
	end

	if not PhysicsService:GetCollisionGroupId(self._group) then
		PhysicsService:CreateCollisionGroup(self._group)
	end
end

function Util:ApplyCollisionGroupToPart(part: BasePart)
	PhysicsService:SetPartCollisionGroup(part, self._group)
end

function Util:ApplyCollisionGroup()
	self:CreateCollisionGroupIfNotExists()

	if self._target:IsA("BasePart") then
		self:ApplyCollisionGroupToPart(self._target::BasePart)
	else
		for _, child: BasePart in ipairs(self._target:GetDescendants()) do
			if not child:IsA("BasePart") then
				continue
			end

			self:ApplyCollisionGroupToPart(child)
		end
	end
end

function Util:Destroy()
	for _, event: RBXScriptConnection in ipairs(self._events) do
		event:Disconnect()
	end
end

return Util


Prompt:
--[[
	Provides a client API to connect and disconnect UILayers from Zones.
	A connected UILayer opens on the local player's screen when the player enters the connected zone.
--]]

Response:
local CollectionService = game:GetService("CollectionService")
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local UIHandler = require(script.Parent.UIHandler)
local UILayerId = require(ReplicatedStorage.Source.SharedConstants.UILayerId)
local ZoneIdTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.ZoneIdTag)

local localPlayer = Players.LocalPlayer :: Player

type ConnectionsByName = {
	-- [ConnectionName] = Connection
	[string]: RBXScriptConnection,
}

type ConnectionsByLayerId = {
	-- [UILayerId]
	[string]: ConnectionsByName,
}
type ConnectionsByZoneId = {
	-- [ZoneId]
	[string]: ConnectionsByLayerId,
}

local UIZoneHandler = {}
UIZoneHandler._uiConnectionsByZoneId = {} :: ConnectionsByZoneId

function UIZoneHandler.connectUiToZone(uiLayerId: UILayerId.EnumType, zoneId: ZoneIdTag.EnumType)
	local characterMaybe = localPlayer.Character

	if characterMaybe and CollectionService:HasTag(characterMaybe, zoneId) then
		UIHandler.show(uiLayerId)
	else
		UIHandler.hide(uiLayerId)
	end

	local connectionsByLayerId: ConnectionsByLayerId = UIZoneHandler._uiConnectionsByZoneId[zoneId] or {}
	local connectionsByName: ConnectionsByName = connectionsByLayerId[uiLayerId] or {}

	if not connectionsByName.instanceAddedSignal then
		connectionsByName.instanceAddedSignal = CollectionService:GetInstanceAddedSignal(zoneId)
			:Connect(function(instance: Instance)
				if instance ~= localPlayer.Character then
					return
				end

				UIHandler.show(uiLayerId)
			end)
	end

	if not connectionsByName.instanceRemovedSignal then
		connectionsByName.instanceRemovedSignal = CollectionService:GetInstanceRemovedSignal(zoneId)
			:Connect(function(instance: Instance)
				if instance ~= localPlayer.Character then
					return
				end

				UIHandler.hide(uiLayerId)
			end)
	end

	connectionsByLayerId[uiLayerId] = connectionsByName
	UIZoneHandler._uiConnectionsByZoneId[zoneId] = connectionsByLayerId
end

function UIZoneHandler.disconnectUiFromZone(uiLayerId: UILayerId.EnumType, zoneId: ZoneIdTag.EnumType)
	local connectionsByLayerId = UIZoneHandler._uiConnectionsByZoneId[zoneId]
	if not connectionsByLayerId then
		return
	end

	local connectionsByName = connectionsByLayerId[uiLayerId]
	if not connectionsByName then
		return
	end

	for _, connection in pairs(connectionsByName) do
		connection:Disconnect()
	end

	connectionsByLayerId[uiLayerId] = nil
end

return UIZoneHandler


Prompt:
-- весь интерфейс GUI размещать во фрейме frmContext
-- весьма желательно с якорем в (0.5,0.5) от центра формы

Response:
me.ramka.Size = UDim2.new(1,0,1,0)
me.Visible=false


Prompt:
-- ================================================================================
-- Settings - Overdrive
-- ================================================================================

Response:
local Settings = {}

Settings.DefaultSpeed = 250		-- Speed when not boosted [Studs/second, Range 50-300]
Settings.BoostSpeed = 400		-- Speed when boosted [Studs/second, Maximum: 400]
Settings.BoostAmount = 4		-- Duration of boost in seconds
Settings.Steering = 5			-- How quickly the speeder turns [Range: 1-10]


Prompt:
-- Deprecated in favour of GetMessageModeTextButton
-- Retained for compatibility reasons.

Response:
function methods:GetMessageModeTextLabel()
	return self:GetMessageModeTextButton()
end

function methods:IsFocused()
	if self.UserHasChatOff then
		return false
	end

	return self:GetTextBox():IsFocused()
end

function methods:GetVisible()
	return self.GuiObject.Visible
end

function methods:CaptureFocus()
	if not self.UserHasChatOff then
		self:GetTextBox():CaptureFocus()
	end
end

function methods:ReleaseFocus(didRelease)
	self:GetTextBox():ReleaseFocus(didRelease)
end

function methods:ResetText()
	self:GetTextBox().Text = ""
end

function methods:SetText(text)
	self:GetTextBox().Text = text
end

function methods:GetEnabled()
	return self.GuiObject.Visible
end

function methods:SetEnabled(enabled)
	if self.UserHasChatOff then
		-- The chat bar can not be removed if a user has chat turned off so that
		-- the chat bar can display a message explaining that chat is turned off.
		self.GuiObject.Visible = true
	else
		self.GuiObject.Visible = enabled
	end
end

function methods:SetTextLabelText(text)
	if not self.UserHasChatOff then
		self.TextLabel.Text = text
	end
end

function methods:SetTextBoxText(text)
	self.TextBox.Text = text
end

function methods:GetTextBoxText()
	return self.TextBox.Text
end

function methods:ResetSize()
	self.TargetYSize = 0
	self:TweenToTargetYSize()
end

function methods:CalculateSize()
	if self.CalculatingSizeLock then
		return
	end
	self.CalculatingSizeLock = true

	local lastPos = self.GuiObject.Size
	self.GuiObject.Size = UDim2.new(1, 0, 0, 46)

	local textSize = nil
	local bounds = nil

	if self:IsFocused() or self.TextBox.Text ~= "" then
		textSize = self.TextBox.textSize
		bounds = self.TextBox.TextBounds.Y
	else
		textSize = self.TextLabel.textSize
		bounds = self.TextLabel.TextBounds.Y
	end

	self.GuiObject.Size = lastPos

	local newTargetYSize = bounds - textSize
	if (self.TargetYSize ~= newTargetYSize) then
		self.TargetYSize = newTargetYSize
		self:TweenToTargetYSize()
	end

	self.CalculatingSizeLock = false
end

function methods:TweenToTargetYSize()
	local endSize = UDim2.new(1, 0, 1, self.TargetYSize)
	local curSize = self.GuiObject.Size

	local curAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y
	self.GuiObject.Size = endSize
	local endAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y
	self.GuiObject.Size = curSize

	local pixelDistance = math.abs(endAbsoluteSizeY - curAbsoluteSizeY)
	local tweeningTime = math.min(1, (pixelDistance * (1 / self.TweenPixelsPerSecond))) -- pixelDistance * (seconds per pixels)

	local success = pcall(function() self.GuiObject:TweenSize(endSize, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweeningTime, true) end)
	if (not success) then
		self.GuiObject.Size = endSize
	end
end

function methods:SetTextSize(textSize)
	if not self:IsInCustomState() then
		if self.TextBox then
			self.TextBox.TextSize = textSize
		end
		if self.TextLabel then
			self.TextLabel.TextSize = textSize
		end
	end
end

function methods:GetDefaultChannelNameColor()
	if ChatSettings.DefaultChannelNameColor then
		return ChatSettings.DefaultChannelNameColor
	end
	return Color3.fromRGB(35, 76, 142)
end

function methods:SetChannelTarget(targetChannel)
	local messageModeTextButton = self.GuiObjects.MessageModeTextButton
	local textBox = self.TextBox
	local textLabel = self.TextLabel

	self.TargetChannel = targetChannel

	if not self:IsInCustomState() then
		if targetChannel ~= ChatSettings.GeneralChannelName then
			messageModeTextButton.Size = UDim2.new(0, 1000, 1, 0)
			messageModeTextButton.Text = string.format("[%s] ", targetChannel)

			local channelNameColor = self:GetChannelNameColor(targetChannel)
			if channelNameColor then
				messageModeTextButton.TextColor3 = channelNameColor
			else
				messageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor()
			end

			local xSize = messageModeTextButton.TextBounds.X
			messageModeTextButton.Size = UDim2.new(0, xSize, 1, 0)
			textBox.Size = UDim2.new(1, -xSize, 1, 0)
			textBox.Position = UDim2.new(0, xSize, 0, 0)
			textLabel.Size = UDim2.new(1, -xSize, 1, 0)
			textLabel.Position = UDim2.new(0, xSize, 0, 0)
		else
			messageModeTextButton.Text = ""
			messageModeTextButton.Size = UDim2.new(0, 0, 0, 0)
			textBox.Size = UDim2.new(1, 0, 1, 0)
			textBox.Position = UDim2.new(0, 0, 0, 0)
			textLabel.Size = UDim2.new(1, 0, 1, 0)
			textLabel.Position = UDim2.new(0, 0, 0, 0)
		end
	end
end

function methods:IsInCustomState()
	return self.InCustomState
end

function methods:ResetCustomState()
	if self.InCustomState then
		self.CustomState:Destroy()
		self.CustomState = nil
		self.InCustomState = false

		self.ChatBarParentFrame:ClearAllChildren()
		self:CreateGuiObjects(self.ChatBarParentFrame)
		self:SetTextLabelText(
			ChatLocalization:Get(
				"GameChat_ChatMain_ChatBarText",
				'To chat click here or press "/" key'
			)
		)
	end
end

function methods:GetCustomMessage()
	if self.InCustomState then
		return self.CustomState:GetMessage()
	end
	return nil
end

function methods:CustomStateProcessCompletedMessage(message)
	if self.InCustomState then
		return self.CustomState:ProcessCompletedMessage()
	end
	return false
end

function methods:FadeOutBackground(duration)
	self.AnimParams.Background_TargetTransparency = 1
	self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
	self:FadeOutText(duration)
end

function methods:FadeInBackground(duration)
	self.AnimParams.Background_TargetTransparency = 0.6
	self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
	self:FadeInText(duration)
end

function methods:FadeOutText(duration)
	self.AnimParams.Text_TargetTransparency = 1
	self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
end

function methods:FadeInText(duration)
	self.AnimParams.Text_TargetTransparency = 0.4
	self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
end

function methods:AnimGuiObjects()
	self.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency
	self.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency

	self.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency
	self.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency
	self.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency
end

function methods:InitializeAnimParams()
	self.AnimParams.Text_TargetTransparency = 0.4
	self.AnimParams.Text_CurrentTransparency = 0.4
	self.AnimParams.Text_NormalizedExptValue = 1

	self.AnimParams.Background_TargetTransparency = 0.6
	self.AnimParams.Background_CurrentTransparency = 0.6
	self.AnimParams.Background_NormalizedExptValue = 1
end

function methods:Update(dtScale)
	self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt(
			self.AnimParams.Text_CurrentTransparency,
			self.AnimParams.Text_TargetTransparency,
			self.AnimParams.Text_NormalizedExptValue,
			dtScale
	)
	self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt(
			self.AnimParams.Background_CurrentTransparency,
			self.AnimParams.Background_TargetTransparency,
			self.AnimParams.Background_NormalizedExptValue,
			dtScale
	)

	self:AnimGuiObjects()
end

function methods:SetChannelNameColor(channelName, channelNameColor)
	self.ChannelNameColors[channelName] = channelNameColor
	if self.GuiObjects.MessageModeTextButton.Text == channelName then
		self.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor
	end
end

function methods:GetChannelNameColor(channelName)
	return self.ChannelNameColors[channelName]
end


Prompt: --Create the viewport camera

Response:
local Camera = instance("Camera")

local ValidClasses = {
	["MeshPart"] = true; ["Part"] = true; ["Accoutrement"] = true;
	["Pants"] = true; ["Shirt"] = true;
	["Humanoid"] = true; ["UnionOperation"] = true;
}

local function RenderHumanoid(Model, Parent, MainModel)
	local ModelParts = Model:GetDescendants()
	for i=1, #ModelParts do
		local Part		= ModelParts[i]

		if ValidClasses[Part.ClassName] then

			local a			= Part.Archivable
				Part.Archivable	= true

			local RenderClone	= Part:Clone()
				Part.Archivable	= a

			if (RenderClone.ClassName == "Part" or RenderClone.ClassName == "MeshPart") then
				RenderClone.CanCollide = false;
				--RenderClone.Anchored = true;
			end

			if Part.ClassName == "MeshPart" or Part.ClassName == "Part" then
				PartUpdater = RunService.Heartbeat:Connect(function()
					if Part then
						RenderClone.CFrame = Part.CFrame
					else
						RenderClone:Destroy()
						PartUpdater:Disconnect()
					end
				end)
			elseif Part:IsA("Accoutrement") then
				PartUpdater = RunService.Heartbeat:Connect(function()
					if Part then
						if RenderClone.Handle then
							RenderClone.Handle.CFrame = Part.Handle.CFrame
						end
					else
						RenderClone:Destroy()
						PartUpdater:Disconnect()
					end
				end)
			elseif Part.ClassName == "Humanoid" then
				--Disable all states. We only want it for clothing wrapping, not for stupid @$$ performance issues
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.FallingDown,			false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Running,				false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.RunningNoPhysics,	false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Climbing,			false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.StrafingNoPhysics,	false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Ragdoll,				false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.GettingUp,			false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Jumping,				false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Landed,				false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Flying,				false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Freefall,			false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Seated,				false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding,	false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Dead,				false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Swimming,			false)
				RenderClone:SetStateEnabled(Enum.HumanoidStateType.Physics,				false)
			end

			RenderClone.Parent = Parent
		end
	end
end


Prompt: --Change sound id to the id you want to play

Response:
debounce = false

script.Parent.Touched:connect(function(hit)
if not debounce then
debounce = true
if(hit.Parent:FindFirstChild("Humanoid")~=nil)then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
local sound = script.Parent.Sound:Clone()
sound.Parent = player.PlayerGui
sound:Play()
wait(0.1)--change to how long before the sound plays again after retouching it
end
debounce = false
end
end)


Prompt:
--[[ If you add more parts titled "Destination 3" or "Destination 4" etc. Then the platform will work with those new destinations.
Use Ctrl + D to duplicate a destination block while it is selected, which keeps the duplicate under the same folder.
If a destination is outside the folder, then it won't be added to the destination list.

SETTINGS - Edit the settings to change how the platform works.
------------------------------------------------------------------------------------------------------------------------------]]

Response:
moveDelay = 4 -- The delay (in seconds) for moving between destinations.

topSpeed = 30 -- The maximum speed that the platform can move at.


Prompt: ---Controls UI

Response:
script.Parent.Parent:WaitForChild("Controls")
script.Parent.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Window")
script.Parent:WaitForChild("Toggle")

local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local UserInputService = game:GetService("UserInputService")
local cPanel = script.Parent
local Controls = script.Parent.Parent.Controls

local ver = require(car["A-Chassis Tune"].README)
cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." // INSPARE"

local controlsOpen = false
local cInputB = nil
local cInputT = nil
local cInput = false

local UIS1 = nil
local UIS2 = nil

for i,v in pairs(_Tune.Peripherals) do
	script.Parent.Parent.Controls:WaitForChild(i)
	local slider = cPanel.Window.Content[i]
	slider.Text = v.."%"
	slider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0)
	slider.S.Changed:connect(function(property)
		if property=="CanvasPosition" then
			Controls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset))
			slider.Text = Controls[i].Value.."%"
		end
	end)
end

for i,v in pairs(_Tune.Controls) do
	script.Parent.Parent.Controls:WaitForChild(i)
	local button = cPanel.Window.Content[i]
	button.Text = v.Name
	button.MouseButton1Click:connect(function()
		if UIS1 ~= nil then UIS1:disconnect() end
		if UIS2 ~= nil then UIS2:disconnect() end
		UIS1 = UserInputService.InputBegan:connect(function(input)
			if cInput then
				cInputB = input.KeyCode
				cInputT = input.UserInputType
			end
		end)
		UIS2 = UserInputService.InputChanged:connect(function(input)
			if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then
				cInputB = input.KeyCode
				cInputT = input.UserInputType
			end
		end)
		script.Parent.Parent.ControlsOpen.Value = true
		cPanel.Window.Overlay.Visible = true
		cInput = true
		repeat wait() until cInputB~=nil
		if UIS1 ~= nil then UIS1:disconnect() end
		if UIS2 ~= nil then UIS2:disconnect() end
		if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then
			--do nothing
		elseif string.find(i,"Contlr")~=nil then
			if cInputT.Name:find("Gamepad") then
				Controls[i].Value = cInputB.Name
				button.Text = cInputB.Name
			else
				cPanel.Window.Error.Visible = true
			end
		elseif i=="MouseThrottle" or i=="MouseBrake" then
			if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then
				Controls[i].Value = cInputT.Name
				button.Text = cInputT.Name
			elseif cInputT ==  Enum.UserInputType.Keyboard then
				Controls[i].Value = cInputB.Name
				button.Text = cInputB.Name
			else
				cPanel.Window.Error.Visible = true
			end
		else
			if cInputT == Enum.UserInputType.Keyboard then
				Controls[i].Value = cInputB.Name
				button.Text = cInputB.Name
			else
				cPanel.Window.Error.Visible = true
			end
		end
		cInputB = nil
		cInputT = nil
		cInput = false
		wait(.2)
		cPanel.Window.Overlay.Visible = false
		script.Parent.Parent.ControlsOpen.Value = false
	end)
end

cPanel.Window.Error.Changed:connect(function(property)
	if property == "Visible" then
		wait(3)
		cPanel.Window.Error.Visible = false
	end
end)

cPanel.Toggle.MouseButton1Click:connect(function()
	controlsOpen = not controlsOpen
	if controlsOpen then
		cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
		cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
	else
		if UIS1 ~= nil then UIS1:disconnect() end
		if UIS2 ~= nil then UIS2:disconnect() end
		cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
		cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
	end
end)

cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

wait(.5)
cPanel.Toggle:TweenPosition(UDim2.new(0.5, -50, 1, -25),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)
for i=1,6 do
	cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
	wait(.2)
	if controlsOpen then
		cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
	else
		cPanel.Toggle.BackgroundColor3 = Color3.new(0, 0, 0)
	end
	wait(.2)
end


Prompt:
--[[

	signal = Signal.new([maid: Maid])
	signal = Signal.Proxy(rbxSignal: RBXScriptSignal [, maid: Maid])

	Signal.Is(object: any): boolean

	signal:Fire(...)
	signal:Wait()
	signal:WaitPromise()
	signal:Destroy()
	signal:DisconnectAll()

	connection = signal:Connect((...) -> void)

	connection:Disconnect()
	connection:IsConnected()

--]]

Response:
local Promise = require(script.Parent.Promise)

local Connection = {}
Connection.__index = Connection

function Connection.new(signal, connection)
	local self = setmetatable({
		_signal = signal;
		_conn = connection;
		Connected = true;
	}, Connection)
	return self
end

function Connection:Disconnect()
	if (self._conn) then
		self._conn:Disconnect()
		self._conn = nil
	end
	if (not self._signal) then return end
	self.Connected = false
	local connections = self._signal._connections
	local connectionIndex = table.find(connections, self)
	if (connectionIndex) then
		local n = #connections
		connections[connectionIndex] = connections[n]
		connections[n] = nil
	end
	self._signal = nil
end

function Connection:IsConnected()
	if (self._conn) then
		return self._conn.Connected
	end
	return false
end

Connection.Destroy = Connection.Disconnect


Prompt: -- functions

Response:
function onRunning(speed)
	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	pose = "Jumping"
end

function onClimbing()
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
  RightShoulder:SetDesiredAngle(3.14)
	LeftShoulder:SetDesiredAngle(-3.14)
	RightHip:SetDesiredAngle(0)
	LeftHip:SetDesiredAngle(0)
end


Prompt:
--[[
-- player.User.Id = 1266073872
-- мир в который зашёл
local lastWorld = DataStore2("lastWorld", player)	-- связывание переменной со значением в БД
local lw = lastWorld:Get("")						-- по умолчанию пустая строка
warn("lw: " .. lw)

pltmp = {}
pltmp.Character = player.Character
pltmp.UserId = string.sub(lw,35)
pltmp.Name = player.Name
]]

Response:
function meAdded(param)
	-- warn("build", param,"added")
	local creator = player.Name

	local object = script.Parent:FindFirstChild(param.Name) -- ищем добавленную постройку
	if object then -- если не найдём нам тут делать не чего
		local obj_name = object:FindFirstChild("name") --WaitForChild()
		if obj_name then
			local _obj = obj_name.Value
			local _cframe =	tostring(object:GetPrimaryPartCFrame())
			if _obj and _cframe then
				local _var = _obj .. ", " .. _cframe		-- значение

				build[object.Name] = _var
				DataStore2.Combine(BaseName, "building")		-- совмещение базы с ключами
				local tmp = DataStore2("building", player)		-- связывание переменной со значением в БД
				-- !!!!! local tmp = DataStore2("building", lw)		-- связывание переменной со значением в БД
				local lc = tmp:Set(build)						-- сохраняем
			end
		else
			warn("build",param,"no found name")
		end
	else
		warn("build",param,"not found")
	end
	-- print("build table:",build)
end

function meRemove(param)
	-- warn("build", param,"remove")
	build[param.Name] = nil
	-- print("build ", build)

	DataStore2.Combine(BaseName, "building")		-- совмещение базы с ключами
	local tmp = DataStore2("building", player)		-- связывание переменной со значением в БД
	-- !!!! local tmp = DataStore2("building", lw)		-- связывание переменной со значением в БД
	local lc = tmp:Set(build)						-- сохраняем
end

me.ChildAdded:Connect(meAdded)
me.ChildRemoved:Connect(meRemove)


Prompt:
--[=[
	@within Shake
	@prop SustainTime number
	How long it takes for the shake sustains itself after fading in and
	before fading out.

	To sustain a shake indefinitely, set `Sustain`
	to `true`, and call the `StopSustain()` method to stop the sustain
	and fade out the shake effect.

	Defaults to `0`.
]=]


Prompt: -- [ LOCALS ] --

Response: local Notification = ReplicatedStorage:WaitForChild("Notification")


Prompt:
--[[

	signal = Signal.new()

	signal:Fire(...)
	signal:Wait()
	signal:WaitPromise()
	signal:Destroy()
	signal:DisconnectAll()

	connection = signal:Connect(functionHandler)

	connection.Connected
	connection:Disconnect()
	connection:IsConnected()

--]]

Response:
local Promise

local Connection = {}
Connection.__index = Connection

function Connection.new(signal, connection)
	local self = setmetatable({
		_signal = signal;
		_conn = connection;
		Connected = true;
	}, Connection)
	return self
end

function Connection:Disconnect()
	if (self._conn) then
		self._conn:Disconnect()
		self._conn = nil
	end
	if (not self._signal) then return end
	self.Connected = false
	local connections = self._signal._connections
	local connectionIndex = table.find(connections, self)
	if (connectionIndex) then
		local n = #connections
		connections[connectionIndex] = connections[n]
		connections[n] = nil
	end
	self._signal = nil
end

function Connection:IsConnected()
	if (self._conn) then
		return self._conn.Connected
	end
	return false
end

Connection.Destroy = Connection.Disconnect


Prompt:
--[[
	Packages up the internals of Roact and exposes a public API for it.
]]

Response:
local GlobalConfig = require(script.GlobalConfig)
local createReconciler = require(script.createReconciler)
local createReconcilerCompat = require(script.createReconcilerCompat)
local RobloxRenderer = require(script.RobloxRenderer)
local strict = require(script.strict)
local Binding = require(script.Binding)

local robloxReconciler = createReconciler(RobloxRenderer)
local reconcilerCompat = createReconcilerCompat(robloxReconciler)

local Roact = strict {
	Component = require(script.Component),
	createElement = require(script.createElement),
	createFragment = require(script.createFragment),
	oneChild = require(script.oneChild),
	PureComponent = require(script.PureComponent),
	None = require(script.None),
	Portal = require(script.Portal),
	createRef = require(script.createRef),
	createBinding = Binding.create,
	joinBindings = Binding.join,

	Change = require(script.PropMarkers.Change),
	Children = require(script.PropMarkers.Children),
	Event = require(script.PropMarkers.Event),
	Ref = require(script.PropMarkers.Ref),

	mount = robloxReconciler.mountVirtualTree,
	unmount = robloxReconciler.unmountVirtualTree,
	update = robloxReconciler.updateVirtualTree,

	reify = reconcilerCompat.reify,
	teardown = reconcilerCompat.teardown,
	reconcile = reconcilerCompat.reconcile,

	setGlobalConfig = GlobalConfig.set,

	-- APIs that may change in the future without warning
	UNSTABLE = {
	},
}

return Roact


Prompt: --// # key, ManOn

Response:
mouse.KeyDown:connect(function(key)
	if key=="h" then
		veh.Lightbar.middle.Man:Play()
		veh.Lightbar.middle.Wail.Volume = 0
		veh.Lightbar.middle.Yelp.Volume = 0
		veh.Lightbar.middle.Priority.Volume = 0
		script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
	end
end)


Prompt: -- regeneration

Response:
function regenHealth()
	if regening then return end
	regening = true

	while Humanoid.Health < Humanoid.MaxHealth do
		local s = wait(1)
		local health = Humanoid.Health
		if health~=0 and health < Humanoid.MaxHealth then
			local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
			health = health + newHealthDelta
			Humanoid.Health = math.min(health,Humanoid.MaxHealth)
		end
	end

	if Humanoid.Health > Humanoid.MaxHealth then
		Humanoid.Health = Humanoid.MaxHealth
	end

	regening = false
end

Humanoid.HealthChanged:connect(regenHealth)


Prompt:
----------------------------------------------------------------------
--------------------[ GUNSETUP HANDLING ]-----------------------------
----------------------------------------------------------------------

Response:
local gunSetup = script:WaitForChild("gunSetup")
function gunSetup.OnServerInvoke(Player, Vars)

	--------------------[ CREATING IGNORE MODELS ]--------------------------------

	local gunIgnore = Instance.new("Model")
	gunIgnore.Name = "gunIgnore_"..Player.Name
	gunIgnore.Parent = Vars.ignoreModel

	--------------------[ MODIFYING THE PLAYER ]----------------------------------

	Vars.Humanoid.AutoRotate = false

	Vars.Shoulders.Right.Part1 = nil
	Vars.Shoulders.Left.Part1 = nil

	local playerFolder = Instance.new("Model")
	playerFolder.Name = "playerFolder"
	playerFolder.Parent = gunIgnore

	local headBase = Instance.new("Part")
	headBase.Transparency = 1
	headBase.Name = "headBase"
	headBase.CanCollide = false
	headBase.FormFactor = Enum.FormFactor.Custom
	headBase.Size = V3(0.2, 0.2, 0.2)
	headBase.BottomSurface = Enum.SurfaceType.Smooth
	headBase.TopSurface = Enum.SurfaceType.Smooth
	headBase.Parent = playerFolder

	local headWeld = Instance.new("Weld")
	headWeld.Part0 = Vars.Torso
	headWeld.Part1 = headBase
	headWeld.C0 = CF(0, 1.5, 0)
	headWeld.Parent = Vars.Torso

	local headWeld2 = Instance.new("Weld")
	headWeld2.Part0 = headBase
	headWeld2.Part1 = Vars.Head
	headWeld2.Parent = headBase

	local animBase = Instance.new("Part")
	animBase.Transparency = 1
	animBase.Name = "animBase"
	animBase.CanCollide = false
	animBase.FormFactor = Enum.FormFactor.Custom
	animBase.Size = V3(0.2, 0.2, 0.2)
	animBase.BottomSurface = Enum.SurfaceType.Smooth
	animBase.TopSurface = Enum.SurfaceType.Smooth
	animBase.Parent = playerFolder

	local animWeld = Instance.new("Weld")
	animWeld.Part0 = animBase
	animWeld.Part1 = headBase
	animWeld.Parent = animBase

	local armBase = Instance.new("Part")
	armBase.Transparency = 1
	armBase.Name = "ArmBase"
	armBase.CanCollide = false
	armBase.FormFactor = Enum.FormFactor.Custom
	armBase.Size = V3(0.2, 0.2, 0.2)
	armBase.BottomSurface = Enum.SurfaceType.Smooth
	armBase.TopSurface = Enum.SurfaceType.Smooth
	armBase.Parent = playerFolder

	local ABWeld = Instance.new("Weld")
	ABWeld.Part0 = armBase
	ABWeld.Part1 = animBase
	ABWeld.Parent = armBase

	local LArmBase = Instance.new("Part")
	LArmBase.Transparency = 1
	LArmBase.Name = "LArmBase"
	LArmBase.CanCollide = false
	LArmBase.FormFactor = Enum.FormFactor.Custom
	LArmBase.Size = V3(0.2, 0.2, 0.2)
	LArmBase.BottomSurface = Enum.SurfaceType.Smooth
	LArmBase.TopSurface = Enum.SurfaceType.Smooth
	LArmBase.Parent = playerFolder

	local RArmBase = Instance.new("Part")
	RArmBase.Transparency = 1
	RArmBase.Name = "RArmBase"
	RArmBase.CanCollide = false
	RArmBase.FormFactor = Enum.FormFactor.Custom
	RArmBase.Size = V3(0.2, 0.2, 0.2)
	RArmBase.BottomSurface = Enum.SurfaceType.Smooth
	RArmBase.TopSurface = Enum.SurfaceType.Smooth
	RArmBase.Parent = playerFolder

	local LWeld = Instance.new("Weld")
	LWeld.Name = "LWeld"
	LWeld.Part0 = armBase
	LWeld.Part1 = LArmBase
	LWeld.C0 = Vars.armC0[1]
	LWeld.C1 = Vars.leftArmC1
	LWeld.Parent = armBase

	local RWeld = Instance.new("Weld")
	RWeld.Name = "RWeld"
	RWeld.Part0 = armBase
	RWeld.Part1 = RArmBase
	RWeld.C0 = Vars.armC0[2]
	RWeld.C1 = Vars.rightArmC1
	RWeld.Parent = armBase

	local LWeld2 = Instance.new("Weld")
	LWeld2.Name = "LWeld"
	LWeld2.Part0 = LArmBase
	LWeld2.Part1 = Vars.LArm
	LWeld2.Parent = LArmBase

	local RWeld2 = Instance.new("Weld")
	RWeld2.Name = "RWeld"
	RWeld2.Part0 = RArmBase
	RWeld2.Part1 = Vars.RArm
	RWeld2.Parent = RArmBase

	local LLegWeld = Instance.new("Weld")
	LLegWeld.Name = "LLegWeld"
	LLegWeld.Part0 = Vars.Torso
	LLegWeld.Part1 = nil
	LLegWeld.C0 = CF(-0.5, -2, 0)
	LLegWeld.Parent = Vars.Torso

	local RLegWeld = Instance.new("Weld")
	RLegWeld.Name = "RLegWeld"
	RLegWeld.Part0 = Vars.Torso
	RLegWeld.Part1 = nil
	RLegWeld.C0 = CF(0.5, -2, 0)
	RLegWeld.Parent = Vars.Torso

	for _, Tab in pairs(Vars.gunParts) do
		Tab.Obj.Anchored = false
		local Weld = Instance.new("Weld")
		Weld.Name = "mainWeld"
		Weld.Part0 = Vars.Handle
		Weld.Part1 = Tab.Obj
		Weld.C0 = Tab.Obj.weldCF.Value
		Weld.Parent = Vars.Handle
		Tab.Weld = Weld
	end

	return gunIgnore, playerFolder, headWeld, headWeld2, animWeld, ABWeld, LWeld, RWeld, LWeld2, RWeld2, LLegWeld, RLegWeld, Vars.gunParts
end


Prompt: -- Camera mod

Response:
local Camera = require(cameraModule)

Camera.UpVector = Vector3.new(0, 1, 0)
Camera.TransitionRate = 0.15
Camera.UpCFrame = IDENTITYCF

function Camera:GetUpVector(oldUpVector)
	return oldUpVector
end

function Camera:CalculateUpCFrame()
	local oldUpVector = self.UpVector
	local newUpVector = self:GetUpVector(oldUpVector)

	local backup = game.Workspace.CurrentCamera.CFrame.RightVector
	local transitionCF = getRotationBetween(oldUpVector, newUpVector, backup)
	local vecSlerpCF = IDENTITYCF:Lerp(transitionCF, self.TransitionRate)

	self.UpVector = vecSlerpCF * oldUpVector
	self.UpCFrame = vecSlerpCF * self.UpCFrame
end

function Camera:Update(dt)
	if self.activeCameraController then
		local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
		self.activeCameraController:ApplyVRTransform()

		self:CalculateUpCFrame()
		self.activeCameraController:UpdateUpCFrame(self.UpCFrame)

		local offset = newCameraFocus:Inverse() * newCameraCFrame
		newCameraCFrame = newCameraFocus * self.UpCFrame * offset

		if self.activeOcclusionModule then
			newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
		end

		game.Workspace.CurrentCamera.CFrame = newCameraCFrame
		game.Workspace.CurrentCamera.Focus = newCameraFocus

		if self.activeTransparencyController then
			self.activeTransparencyController:Update()
		end
	end
end


Response:
mouse.KeyDown:connect(function(key)
	if key == camkey and enabled == false then
		enabled = true
		local character = char.Parent
		local descendants = character:GetDescendants()

		for index, descendant in pairs(descendants) do
			if descendant:IsA("Accessory") then
				descendant.Handle.Transparency = 1
			end
		end

	elseif key == camkey and enabled == true then
		enabled = false
		local character = char.Parent
		local descendants = character:GetDescendants()

		for index, descendant in pairs(descendants) do
			if descendant:IsA("Accessory") then
				descendant.Handle.Transparency = 0
			end
		end
	end
end)
car.DriveSeat.ChildRemoved:Connect(function(child)

	if child.Name == "SeatWeld" then
		local character = child.Part1.Parent
		local descendants = character:GetDescendants()

		for index, descendant in pairs(descendants) do
			if descendant:IsA("Accessory") then
				descendant.Handle.Transparency = 0
			end
		end
	end
end)


Prompt: --// Handling Settings

Response:
	Firerate = 60 / 1100; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!

	FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive


Prompt:
--[[

	TouchThumbpad

--]]

Response:
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local GuiService = game:GetService("GuiService")


Prompt: --[[Weight and CG]]

Response:
	Tune.Weight			= 2000		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible

	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]

	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members


Prompt: --========================CAMERA========================--

Response:
input.InputBegan:connect(function(inp,CanWork)
	if inp.KeyCode == Settings.CameraKey and CanWork == false then
		if CamV == ("second") then
			cam.CameraType = "Custom"
			cam.FieldOfView = 70
			cam.CameraSubject = plane.PilotSeat
			CamV = ("third")
			script.Parent.HUD.Visible = false
			run=false
		elseif CamV == ("third") then
			run=true
			CamV = ("first")
			cam.FieldOfView = 100
			script.Parent.HUD.Visible = true
		elseif CamV == ("first") then
			run=true
			CamV = ("second")
			cam.FieldOfView = 100
		end
	end
end)


Prompt: -- Ring3 ascending

Response:
for l = 1,#lifts3 do
	if (lifts3[l].className == "Part") then
	lifts3[l].BodyPosition.position = Vector3.new((lifts3[l].BodyPosition.position.x),(lifts3[l].BodyPosition.position.y+4),(lifts3[l].BodyPosition.position.z))
	end
end
wait(0.1)
for p = 1,#parts3 do
	parts3[p].CanCollide = true
end
wait(0.5)


Prompt: -- Protected!

Response:
function DataStoreStage:_afterLoadGetAndApplyStagedData(name, data, defaultValue)
	if self._dataToSave and self._dataToSave[name] ~= nil then
		if self._dataToSave[name] == DataStoreDeleteToken then
			return defaultValue
		else
			return self._dataToSave[name]
		end
	elseif self._stores[name] then
		if self._stores[name]:HasWritableData() then
			local writer = self._stores[name]:GetNewWriter()
			local original = Table.deepCopy(data[name] or {})
			writer:WriteMerge(original)
			return original
		end
	end

	if data[name] == nil then
		return defaultValue
	else
		return data[name]
	end
end


Prompt:
--[=[
	Whenever the ValueObject changes, stores the resulting value in that entry.
	@param name string
	@param valueObj Instance -- ValueBase object to store on
	@return MaidTask
]=]

Response:
function DataStoreStage:StoreOnValueChange(name, valueObj)
	assert(type(name) == "string", "Bad name")
	assert(typeof(valueObj) == "Instance", "Bad valueObj")

	if self._takenKeys[name] then
		error(("[DataStoreStage] - Already have a writer for %q"):format(name))
	end

	self._takenKeys[name] = true
	local conn = valueObj.Changed:Connect(function()
		self:_doStore(name, valueObj.Value)
	end)
	self._maid:GiveTask(conn)
	return conn
end


Prompt: --Link to online Chat Voice code - not for editing.

Response:
if game:findFirstChild("NetworkServer") == nil then
	error("Chat Voice 2.0 can only work in online mode!")
else
	require(294547006)(script, Chat_Voice_Settings)
end


Prompt: --Math

Response:
function Util.normalize(normMin, normMax, value, realMin, realMax)
	if realMin == nil then
		realMin = 0
	end
	if realMax == nil then
		realMax  = 1
	end
	local value = (value - realMin)/(realMax - realMin) * (normMax - normMin) + normMin
	return value
end

function Util.denormalize(min, max, value)
	return (value * (max - (min)) + (min))
end

function Util.invertValue(value, largestValue, smallestValue)
	return (largestValue - value) + smallestValue
end


Prompt: -- Game Services

Response:
local Configurations = require(game.ServerStorage.Configurations)
local Events = game.ReplicatedStorage.Events
local ResetMouseIcon = Events.ResetMouseIcon
local TeamManager = require(script.Parent.TeamManager)
local DisplayManager = require(script.Parent.DisplayManager)


Prompt: -- Do not edit the below.

Response:
script.Parent.Changed:connect(function(child)
SingleDriverMode = script.Parent.SingleMode.Value
 if SingleDriverMode == true then
     if script.Parent.Occupant ~= nil then
         if script.Parent.Occupant.Parent.Name ~= AllowedDriver then
         wait(0.15)
         script.Parent.Occupant.Jump = true
     else end
 end
 else
  for i,v in pairs(Blacklist) do
   if script.Parent.Occupant ~= nil then
          if script.Parent.Occupant.Parent.Name == Blacklist[i] then
           if script.Parent.Occupant.Parent.Name ~= AllowedDriver then
         wait(0.15)
         script.Parent.Occupant.Jump = true
     end
      else end
   end
  end
 end
end)


Prompt: --------------| SYSTEM SETTINGS |--------------

Response:
Prefix				= ":";			-- The character you use before every command (e.g. ';jump me').
SplitKey 			= " ";			-- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey 			= "";			-- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'
QualifierBatchKey 	= ",";			-- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)

Theme				= "Blue";		-- The default UI theme.
NoticeSoundId		= 2865227271;	-- The SoundId for notices.
NoticeVolume		= 0.1;			-- The Volume for notices.
NoticePitch			= 1;			-- The Pitch/PlaybackSpeed for notices.
ErrorSoundId		= 2865228021;	-- The SoundId for error notifications.
ErrorVolume			= 0.1;			-- The Volume for error notifications.
ErrorPitch			= 1;			-- The Pitch/PlaybackSpeed for error notifications.
AlertSoundId		= 9161622880;	-- The SoundId for alerts.
AlertVolume			= 0.5;			-- The Volume for alerts.
AlertPitch			= 1;			-- The Pitch/PlaybackSpeed for alerts.

WelcomeBadgeId		= 0;			-- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.

CommandDebounce		= true;			-- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.
SaveRank			= true;			-- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.
LoopCommands		= 3;			-- The minimum rank required to use LoopCommands.
MusicList 			= {};	-- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.

ThemeColors = {						-- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};
	{"Red", 	Color3.fromRGB(150, 0, 0),		};
	{"Orange", 	Color3.fromRGB(150, 75, 0),		};
	{"Brown", 	Color3.fromRGB(120, 80, 30),	};
	{"Yellow", 	Color3.fromRGB(130, 120, 0),	};
	{"Green", 	Color3.fromRGB(0, 120, 0),		};
	{"Blue", 	Color3.fromRGB(0, 100, 150),	};
	{"Purple", 	Color3.fromRGB(100, 0, 150),	};
	{"Pink",	Color3.fromRGB(150, 0, 100),	};
	{"Black", 	Color3.fromRGB(60, 60, 60),		};
};

Colors = {							-- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value};
	{"r", 		"Red",		 		Color3.fromRGB(255, 0, 0)		};
	{"o", 		"Orange",	 		Color3.fromRGB(250, 100, 0)		};
	{"y", 		"Yellow",			Color3.fromRGB(255, 255, 0)		};
	{"g", 		"Green"	,			Color3.fromRGB(0, 255, 0)		};
	{"dg", 		"DarkGreen"	, 		Color3.fromRGB(0, 125, 0)		};
	{"b", 		"Blue",		 		Color3.fromRGB(0, 255, 255)		};
	{"db", 		"DarkBlue",			Color3.fromRGB(0, 50, 255)		};
	{"p", 		"Purple",	 		Color3.fromRGB(150, 0, 255)		};
	{"pk",		"Pink",		 		Color3.fromRGB(255, 85, 185)	};
	{"bk",		"Black",		 	Color3.fromRGB(0, 0, 0)			};
	{"w",		"White",	 		Color3.fromRGB(255, 255, 255)	};
};
ChatColors = {						-- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow.
	[5] 		= "Yellow";
};

Cmdbar						= 1;			-- The minimum rank required to use the Cmdbar.
Cmdbar2						= 3;			-- The minimum rank required to use the Cmdbar2.
ViewBanland					= 3;			-- The minimum rank required to view the banland.
OnlyShowUsableCommands		= false;		-- Only display commands equal to or below the user's rank on the Commands page.
RankRequiredToViewPage		= {				-- || The pages on the main menu ||
	["Commands"]		= 0;
	["Admin"]			= 0;
	["Settings"]		= 0;
};
RankRequiredToViewRank		= {				-- || The rank categories on the 'Ranks' subPage under Admin ||
	["Owner"]			= 0;
	["HeadAdmin"]		= 0;
	["Admin"]			= 0;
	["Mod"]				= 0;
	["VIP"]				= 0;
};
RankRequiredToViewRankType	= {				-- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||
	["Owner"]			= 0;
	["SpecificUsers"]	= 5;
	["Gamepasses"] 		= 0;
	["Assets"] 			= 0;
	["Groups"] 			= 0;
	["Friends"] 		= 0;
	["FreeAdmin"] 		= 0;
	["VipServerOwner"] 	= 0;
};
RankRequiredToViewIcon		= 0;

WelcomeRankNotice			= true;			-- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.
WelcomeDonorNotice			= true;			-- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.
WarnIncorrectPrefix			= true;			-- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!"
DisableAllNotices			= false;		-- Set to true to disable all HD Admin notices.

ScaleLimit					= 4;			-- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.
IgnoreScaleLimit			= 3;			-- Any ranks equal or above this value will ignore 'ScaleLimit'
CommandLimits				= {				-- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.
	["fly"]	= {
		Limit 				= 10000;
		IgnoreLimit 		= 3;
	};
	["fly2"]	= {
		Limit 				= 10000;
		IgnoreLimit 		= 3;
	};
	["noclip"]	= {
		Limit 				= 10000;
		IgnoreLimit 		= 3;
	};
	["noclip2"]	= {
		Limit 				= 10000;
		IgnoreLimit 		= 3;
	};
	["speed"]	= {
		Limit 				= 10000;
		IgnoreLimit 		= 3;
	};
	["jumpPower"]	= {
		Limit 				= 10000;
		IgnoreLimit 		= 3;
	};
};

VIPServerCommandBlacklist	= {"permRank", "permBan", "globalAnnouncement"};	-- Commands players are probihited from using in VIP Servers.
GearBlacklist				= {67798397};	-- The IDs of gear items to block when using the ;gear command.
IgnoreGearBlacklist			= 4;			-- The minimum rank required to ignore the gear blacklist.

PlayerDataStoreVersion		= "V1.0";		-- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.
SystemDataStoreVersion		= "V1.0";		-- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.

CoreNotices					= {				-- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]
	--NoticeName = NoticeDetails;
};


Response:
if 	script.Parent.Parent.Parent.IsOn.Value then
	script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end

script.Parent.Parent.Parent.IsOn.Changed:connect(function()
	if script.Parent.Parent.Parent.IsOn.Value then
		script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
	end
end)
	script.Parent.MouseButton1Click:connect(function()
		if car.Misc.Popups.Parts.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then
			script.Parent.BackgroundColor3 = Color3.new(0,255/255,0)
			script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0)
			car.Body.Lights.R.L.L.Enabled = true
			car.Body.Lights.PLATE.L.GUI.Enabled = true
			for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do
			child.Material = Enum.Material.Neon
			child.L.Enabled = true
			end
			for index, child in pairs(car.Body.Lights.R:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			for index, child in pairs(car.Body.Lights.H:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			child.L.Enabled = false
			end
		elseif car.Misc.Popups.Parts.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then
			script.Parent.BackgroundColor3 = Color3.new(0,0,255/255)
			script.Parent.TextStrokeColor3 = Color3.new(0,0,255/255)
			car.Body.Lights.R.L.L.Enabled = true
			car.Body.Lights.PLATE.L.GUI.Enabled = true
			for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do
			child.Material = Enum.Material.Neon
			child.L.Enabled = true
			end
			for index, child in pairs(car.Body.Lights.R:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			for index, child in pairs(car.Body.Lights.H:GetChildren()) do
			child.Material = Enum.Material.Neon
			child.L.Enabled = true
			end
		elseif car.Misc.Popups.Parts.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == true then
			script.Parent.BackgroundColor3 = Color3.new(0,0,0)
			script.Parent.TextStrokeColor3 = Color3.new(0,0,0)
			car.Body.Lights.R.L.L.Enabled = false
			car.Body.Lights.PLATE.L.GUI.Enabled = false
			for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			child.L.Enabled = false
			end
			for index, child in pairs(car.Body.Lights.R:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
			for index, child in pairs(car.Body.Lights.H:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			child.L.Enabled = false
			end
		end
	end)

	script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
		if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 and script.Parent.Parent.Parent.IsOn.Value then
			for index, child in pairs(car.Body.Lights.B:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
			car.Body.Lights.B.L.L.Enabled = false
		else
			for index, child in pairs(car.Body.Lights.B:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			car.Body.Lights.B.L.L.Enabled = true
		end
	end)

	script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
		if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then
			for index, child in pairs(car.Body.Lights.B:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
			car.Body.Lights.B.L.L.Enabled = false
			car.Body.a1.Enabled = false
			car.Body.a2.Enabled = false
			car.Body.a3.Enabled = false
		else
			for index, child in pairs(car.Body.Lights.B:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			car.Body.Lights.B.L.L.Enabled = true
			car.Body.a1.Enabled = true
			car.Body.a2.Enabled = true
			car.Body.a3.Enabled = true
		end
	end)

	script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
		if script.Parent.Parent.Parent.Values.Gear.Value == -1 then
			for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
			child.Material = Enum.Material.Neon
			car.DriveSeat.Reverse:Play()
			end
		else
			for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			car.DriveSeat.Reverse:Stop()
			end
		end
	end)

	while wait() do
		if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then
		car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300
		car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)
		else
		car.DriveSeat.Reverse.Pitch = 1.3
		car.DriveSeat.Reverse.Volume = .2
		end
	end


Prompt:
--		Hold:Play()
--		HoldClose:Stop()

Response: elseif not PlayIdle then


Prompt:
--- Drops the bag full of money onto the ground.
---@param Player Player
---@param Amount number

Response:
local function Handler(Player, Amount)
	local Character = Player.Character

	--// Sanity checks
	if (Player.Data.Silver.Value < Amount or Amount < 1 or math.sign(Amount) ~= 1) then
		return
	end
	--// Takes away the cash you just dropped from your data
	Player.Data.Silver.Value -= Amount

	--// I split a lot of the components of this up because it *sucks* looking at a huge wall of property changes, this makes it a bit easier.
	local Dropped: BasePart = script.ItemTemplate:Clone()

	Dropped.Name = Player.Name.."'s Dropped Silver"
	Dropped.BillboardGui.Enabled = true
	Amount = math.floor(Amount)
	Dropped.BillboardGui.ToolName.Text = Amount

	Dropped.CFrame = Character.HumanoidRootPart.CFrame * CFrame.new(0,-2,-3)
	Dropped.Parent = workspace.DroppedBags

	local HasHit = false
	local Connection; --// Moved down here because I literally thought this was a global at first.
	Connection = Dropped.Touched:Connect(function(Hit)
		if (HasHit) then return end

		if (IsCharacter(Hit.Parent)) then
			HasHit = GiveSilver(Amount, Hit.Parent); --// We know GiveSilver returns a boolean, so we can just set 'HasHit' to it.

			if (HasHit) then
				Dropped:Destroy()
				Connection:Disconnect()
			end
		end
	end)
end

Event.OnServerEvent:Connect(Handler)


Prompt: -- goro7

Response:
local plr = game.Players.LocalPlayer

script.Parent.ItemIcon.MouseButton1Click:connect(function()

	-- Play sound
	plr.PlayerGui.GUIClick:Play()

	-- Set as preview
	plr.PlayerGui.MainGui.Shop.MainFrame.Preview.Item.Value = script.Parent.Item.Value

end)


Prompt: --// SS3 b controls for AC6 by Itzt, originally for 2009 Kawasaki 1400 GTR.

Response:
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local standButton = HUB.Stand
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local W = script.Parent.W
local ks = carSeat.Parent.Body.KW.swag
local wheel1 = carSeat.Parent.Wheels.F
local wheel2 = carSeat.Parent.Wheels.R
local speed = carSeat.Velocity.magnitude
local speedw = wheel2.RotVelocity.magnitude
local speedw2 = wheel1.RotVelocity.magnitude
local diff = math.abs(((speedw-speed)/190)/(speed/25))+.1
local Burnout = 0
local left = false
local right = false


Prompt: --TODO add map slices

Response:
Map[1] = Vector3.new(0,1,1)
Map[2] = Vector3.new(0,1,1)
WaitUntil(6)
RegenMap()
Map[3] = Vector3.new(1,0,1)
WaitUntil(2)
RegenMap()


Prompt: --[[ Public API ]]

Response:
--
function MasterControl:Init()
	RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, updateMovement)
end

function MasterControl:Enable()
	areControlsEnabled = true
	isJumpEnabled = true

	if self.ControlState.Current then
		self.ControlState.Current:Enable()
	end
end

function MasterControl:Disable()

	if self.ControlState.Current then
		self.ControlState.Current:Disable()
	end

	--After current control state is disabled, moveValue has been set to zero,
	--Call updateMovement one last time to make sure this propagates to the engine -
	--Otherwise if disabled while humanoid is moving, humanoid won't stop moving.
	updateMovement()

	isJumping = false
	areControlsEnabled = false
end

function MasterControl:EnableJump()
	isJumpEnabled = true
	if areControlsEnabled and self.ControlState:IsTouchJumpModuleUsed() then
		self.TouchJumpModule:Enable()
	end
end

function MasterControl:DisableJump()
	isJumpEnabled = false
	if self.ControlState:IsTouchJumpModuleUsed() then
		self.TouchJumpModule:Disable()
	end
end

function MasterControl:AddToPlayerMovement(playerMoveVector)
	moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, 0)
end

function MasterControl:GetMoveVector()
	return moveValue
end

function MasterControl:SetIsJumping(jumping)
	if not isJumpEnabled then return end
	isJumping = jumping
	local humanoid = self:GetHumanoid()
	if humanoid and not humanoid.PlatformStand then
		humanoid.Jump = isJumping
	end
end

function MasterControl:DoJump()
	if not isJumpEnabled then return end
	local humanoid = self:GetHumanoid()
	if humanoid then
		humanoid.Jump = true
	end
end

function MasterControl:GetClickToMoveFailStateChanged()
	return clickToMoveFailStateChanged
end

return MasterControl


Prompt:
--[=[
	Returns an observable that takes in a tuple, and emits that tuple, then
	completes.

	```lua
	Rx.packed("a", "b")
		:Subscribe(function(first, second)
			print(first, second) --> a, b
		end)
	```

	@param ... any
	@return Observable
]=]

Response:
function Rx.packed(...)
	local args = table.pack(...)

	return Observable.new(function(sub)
		sub:Fire(unpack(args, 1, args.n))
		sub:Complete()
	end)
end


Prompt: -- Private

Response:
function ViewportWindow:_createVPF(name, zindex)
	local vpf = Instance.new("ViewportFrame")
	vpf.LightColor = Color3.new(0, 0, 0)
	vpf.Size = UDim2.new(1, 0, 1, 0)
	vpf.Position = UDim2.new(0, 0, 0, 0)
	vpf.AnchorPoint = Vector2.new(0, 0)
	vpf.BackgroundTransparency = 1
	vpf.LightDirection = -Lighting:GetSunDirection()
	vpf.Ambient = Lighting.Ambient
	vpf.Name = name
	vpf.ZIndex = zindex
	vpf.CurrentCamera = self.camera
	vpf.Parent = self.surfaceGui

	return vpf
end

function ViewportWindow:_refreshVisibility(cameraCFrame, surfaceCFrame, surfaceSize, marginOfError)
	local aabbCF, aabbSize = Helpers.getAABB({
		surfaceCFrame * Vector3.new(-surfaceSize.X / 2 + marginOfError, surfaceSize.Y / 2 - marginOfError, -marginOfError),
		surfaceCFrame * Vector3.new(surfaceSize.X / 2 - marginOfError, surfaceSize.Y / 2 - marginOfError, -marginOfError),
		surfaceCFrame * Vector3.new(surfaceSize.X / 2 - marginOfError, -surfaceSize.Y / 2 + marginOfError, -marginOfError),
		surfaceCFrame* Vector3.new(-surfaceSize.X / 2 + marginOfError, -surfaceSize.Y / 2 + marginOfError, -marginOfError),
		cameraCFrame.Position,
	})

	-- region3 is more performant tmk over newer API which allows rotation (which we don't need)
	-- local overlap = self.worldRoot:GetPartBoundsInBox(aabbCF, aabbSize)
	local overlap = self.worldRoot:FindPartsInRegion3(Region3.new(
		aabbCF.Position + aabbSize / 2,
		aabbCF.Position - aabbSize / 2
	), nil, math.huge)

	local overlapped = {}
	for _, part in pairs(overlap) do
		part.LocalTransparencyModifier = 1
		overlapped[part] = true
	end

	for _, instance in pairs(self.worldRoot:GetDescendants()) do
		if instance:IsA("BasePart") and not overlapped[instance] then
			instance.LocalTransparencyModifier = 0
		end
	end
end


Prompt:
--[=[
	Destroys the timer. This will also stop the timer.
]=]

Response:
function Timer:Destroy()
	self.Tick:Destroy()
	self:Stop()
end

return Timer


Prompt:
--[[
	Create a composite reducer from a map of keys and sub-reducers.
]]

Response:
local function combineReducers(map)
	return function(state, action)
		-- If state is nil, substitute it with a blank table.
		if state == nil then
			state = {}
		end

		local newState = {}

		for key, reducer in pairs(map) do
			-- Each reducer gets its own state, not the entire state table
			newState[key] = reducer(state[key], action)
		end

		return newState
	end
end

return combineReducers


Prompt:
--[[
	A ref is nothing more than a binding with a special field 'current'
	that maps to the getValue method of the binding
]]

Response:
local Binding = require(script.Parent.Binding)

local function createRef()
	local binding, _ = Binding.create(nil)

	local ref = {}

	--[[
		A ref is just redirected to a binding via its metatable
	]]
	setmetatable(ref, {
		__index = function(_self, key)
			if key == "current" then
				return binding:getValue()
			else
				return binding[key]
			end
		end,
		__newindex = function(_self, key, value)
			if key == "current" then
				error("Cannot assign to the 'current' property of refs", 2)
			end

			binding[key] = value
		end,
		__tostring = function(_self)
			return ("RoactRef(%s)"):format(tostring(binding:getValue()))
		end,
	})

	return ref
end

return createRef


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 203		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6500		--		Use sliders to manipulate values
	Tune.Redline		= 7000.01		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 100		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


Prompt: --------------------) Settings

Response:
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 10 -- cooldown for use of the tool again

ZoneModelName = "Blood pool" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage


Prompt:
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --

Response:
This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Direction").Changed:connect(function(val)
	if val == 1 then
		for R = 1, 7 do
			for D = 1, 5 do
				This.Display["Matrix"..1]["Row"..R]["D"..D].ImageColor3 = UColor
			end
		end
		repeat
			SetDisplay(1,"U0")
			wait(ArrowDelay)
			SetDisplay(1,"U1")
			wait(ArrowDelay)
			SetDisplay(1,"U2")
			wait(ArrowDelay)
			SetDisplay(1,"U3")
			wait(ArrowDelay)
			SetDisplay(1,"U4")
			wait(ArrowDelay)
			SetDisplay(1,"U5")
			wait(ArrowDelay)
			SetDisplay(1,"U6")
			wait(ArrowDelay)
		until This.Parent.Parent.Parent.Parent.Parent.Direction.Value ~= 1
		SetDisplay(1,"NIL")
	elseif val == -1 then
		for R = 1, 7 do
			for D = 1, 5 do
				This.Display["Matrix"..1]["Row"..R]["D"..D].ImageColor3 = DColor
			end
		end
		repeat
			SetDisplay(1,"D0")
			wait(ArrowDelay)
			SetDisplay(1,"D1")
			wait(ArrowDelay)
			SetDisplay(1,"D2")
			wait(ArrowDelay)
			SetDisplay(1,"D3")
			wait(ArrowDelay)
			SetDisplay(1,"D4")
			wait(ArrowDelay)
			SetDisplay(1,"D5")
			wait(ArrowDelay)
			SetDisplay(1,"D6")
			wait(ArrowDelay)
		until This.Parent.Parent.Parent.Parent.Parent.Direction.Value ~= -1
		SetDisplay(1,"NIL")
	else
		SetDisplay(1,"NIL")
	end
end)


Prompt:
--[[
 * Used to print values in error messages.
 ]]

Response:
local function inspect(value, options: InspectOptions?): string
	local inspectOptions: InspectOptions = options or { depth = DEFAULT_RECURSIVE_DEPTH }
	local depth = inspectOptions.depth or DEFAULT_RECURSIVE_DEPTH
	inspectOptions.depth = if depth >= 0 then depth else DEFAULT_RECURSIVE_DEPTH
	return formatValue(value, {}, inspectOptions :: FormatOptions)
end

local function isIndexKey(k, contiguousLength)
	return type(k) == "number"
		and k <= contiguousLength -- nothing out of bounds
		and 1 <= k -- nothing illegal for array indices
		and math.floor(k) == k -- no float keys
end

local function getTableLength(tbl)
	local length = 1
	local value = rawget(tbl, length)
	while value ~= nil do
		length += 1
		value = rawget(tbl, length)
	end
	return length - 1
end

local function sortKeysForPrinting(a: any, b)
	local typeofA = type(a)
	local typeofB = type(b)

	-- strings and numbers are sorted numerically/alphabetically
	if typeofA == typeofB and (typeofA == "number" or typeofA == "string") then
		return a < b
	end

	-- sort the rest by type name
	return typeofA < typeofB
end

local function rawpairs(t)
	return next, t, nil
end

local function getFragmentedKeys(tbl)
	local keys = {}
	local keysLength = 0
	local tableLength = getTableLength(tbl)
	for key, _ in rawpairs(tbl) do
		if not isIndexKey(key, tableLength) then
			keysLength = keysLength + 1
			keys[keysLength] = key
		end
	end
	table.sort(keys, sortKeysForPrinting)
	return keys, keysLength, tableLength
end

function formatValue(value, seenValues, options: FormatOptions)
	local valueType = typeof(value)
	if valueType == "string" then
		return HttpService:JSONEncode(value)
		-- deviation: format numbers like in JS
	elseif valueType == "number" then
		if value ~= value then
			return "NaN"
		elseif value == math.huge then
			return "Infinity"
		elseif value == -math.huge then
			return "-Infinity"
		else
			return tostring(value)
		end
	elseif valueType == "function" then
		local result = "[function"
		local functionName = debug.info(value :: (any) -> any, "n")
		if functionName ~= nil and functionName ~= "" then
			result ..= " " .. functionName
		end
		return result .. "]"
	elseif valueType == "table" then
		-- ROBLOX TODO: parameterize inspect with the library-specific NULL sentinel. maybe function generics?
		-- if value == NULL then
		-- 	return 'null'
		-- end
		return formatObjectValue(value, seenValues, options)
	else
		return tostring(value)
	end
end

function formatObjectValue(value, previouslySeenValues, options: FormatOptions)
	if table.find(previouslySeenValues, value) ~= nil then
		return "[Circular]"
	end

	local seenValues = { unpack(previouslySeenValues) }
	table.insert(seenValues, value)

	if typeof(value.toJSON) == "function" then
		local jsonValue = value:toJSON(value)

		if jsonValue ~= value then
			if typeof(jsonValue) == "string" then
				return jsonValue
			else
				return formatValue(jsonValue, seenValues, options)
			end
		end
	elseif isArray(value) then
		return formatArray(value, seenValues, options)
	end

	return formatObject(value, seenValues, options)
end

function formatObject(object, seenValues, options: FormatOptions)
	local result = ""
	local mt = getmetatable(object)
	if mt and rawget(mt, "__tostring") then
		return tostring(object)
	end

	local fragmentedKeys, fragmentedKeysLength, keysLength = getFragmentedKeys(object)

	if keysLength == 0 and fragmentedKeysLength == 0 then
		result ..= "{}"
		return result
	end
	if #seenValues > options.depth then
		result ..= "[" .. getObjectTag(object) .. "]"
		return result
	end

	local properties = {}
	for i = 1, keysLength do
		local value = formatValue(object[i], seenValues, options)

		table.insert(properties, value)
	end

	for i = 1, fragmentedKeysLength do
		local key = fragmentedKeys[i]
		local value = formatValue(object[key], seenValues, options)

		table.insert(properties, key .. ": " .. value)
	end

	result ..= "{ " .. table.concat(properties, ", ") .. " }"
	return result
end

function formatArray(array: Array<any>, seenValues: Array<any>, options: FormatOptions): string
	local length = #array
	if length == 0 then
		return "[]"
	end
	if #seenValues > options.depth then
		return "[Array]"
	end

	local len = math.min(MAX_ARRAY_LENGTH, length)
	local remaining = length - len
	local items = {}

	for i = 1, len do
		items[i] = (formatValue(array[i], seenValues, options))
	end

	if remaining == 1 then
		table.insert(items, "... 1 more item")
	elseif remaining > 1 then
		table.insert(items, ("... %s more items"):format(tostring(remaining)))
	end

	return "[" .. table.concat(items, ", ") .. "]"
end

function getObjectTag(_object): string
	-- local tag = Object.prototype.toString
	-- 	.call(object)
	-- 	.replace("")
	-- 	.replace("")

	-- if tag == "Object" and typeof(object.constructor) == "function" then
	-- 	local name = object.constructor.name

	-- 	if typeof(name) == "string" and name ~= "" then
	-- 		return name
	-- 	end
	-- end

	-- return tag
	return "Object"
end

return inspect


Prompt: --// # key, ManOff

Response:
mouse.KeyUp:connect(function(key)
	if key=="f" then
		veh.Lightbar.middle.Man:Stop()
		veh.Lightbar.middle.Wail.Volume = 3
		veh.Lightbar.middle.Yelp.Volume = 3
		veh.Lightbar.middle.Priority.Volume = 3
		script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		veh.Lightbar.MANUAL.Transparency = 1
	end
end)

mouse.KeyDown:connect(function(key)
	if key=="j" then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.RemoteEvent:FireServer(true)
	end
	end)
mouse.KeyDown:connect(function(key)
	if key=="k" then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.TAEvent:FireServer(true)
	end
	end)

mouse.KeyDown:connect(function(key)
	if key=="b" then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.AlleyEvent:FireServer(true)
	end
	end)

mouse.KeyDown:connect(function(key)
	if key=="v" then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.TKDNEvent:FireServer(true)
	end
	end)


Prompt: --// Recoil Settings

Response:
	gunrecoil = -1; -- How much the gun recoils backwards when not aiming
	camrecoil = 0.3; -- How much the camera flicks when not aiming
	AimGunRecoil = -1; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 0.3; -- How much the camera flicks when aiming

	CamShake = 28; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 24; -- THIS IS ALSO NEW!!!!

	Kickback = 17.11; -- Upward gun rotation when not aiming
	AimKickback = 17.11; -- Upward gun rotation when aiming


Prompt: --LIGHTING FUNCTIONS

Response:
script.Parent.OnServerEvent:connect(function(pl,n) if lt~=1 then pr = true else pr=false end lt=n
	if (lt == 0 or lt == 1) then
		RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360)
		RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360)
		UpdateLt(1,white)
		UpdatePt(false,white)
		StopMt(pr)
		repeat wait() until (lt~=0 and lt~=1)
	elseif lt == 2 then
		UpdateLt(.25,white)
		UpdatePt(true,white)
		UpdateMt(0,9e9,1)
		repeat
			if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdateLt(.25,white) end
			if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdatePt(true,white) end
			if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdateLt(.25,red) end
			if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdatePt(true,red) end
			wait()
		until lt~=2
	elseif lt == 3 then
		UpdateLt(.25,red)
		UpdatePt(true,red)
		UpdateMt(0,9e9,1)
		repeat wait() until lt~=3
	end
end)


Prompt: --[[Wheel Configuration]]

Response:
	--Store Reference Orientation Function
	function getParts(model,t,a)
		for i,v in pairs(model:GetChildren()) do
			if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)})
			elseif v:IsA("Model") then getParts(v,t,a)
			end
		end
	end

	--PGS/Legacy
	local fDensity = _Tune.FWheelDensity
	local rDensity = _Tune.RWheelDensity

	local fDistX=_Tune.FWsBoneLen*math.cos(math.rad(_Tune.FWsBoneAngle))
	local fDistY=_Tune.FWsBoneLen*math.sin(math.rad(_Tune.FWsBoneAngle))
	local rDistX=_Tune.RWsBoneLen*math.cos(math.rad(_Tune.RWsBoneAngle))
	local rDistY=_Tune.RWsBoneLen*math.sin(math.rad(_Tune.RWsBoneAngle))

	local fSLX=_Tune.FSusLength*math.cos(math.rad(_Tune.FSusAngle))
	local fSLY=_Tune.FSusLength*math.sin(math.rad(_Tune.FSusAngle))
	local rSLX=_Tune.RSusLength*math.cos(math.rad(_Tune.RSusAngle))
	local rSLY=_Tune.RSusLength*math.sin(math.rad(_Tune.RSusAngle))

	for _,v in pairs(Drive) do
		--Apply Wheel Density
		if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					fDensity,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
			end
		else
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					rDensity,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
			end
		end

		--Resurface Wheels
		for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do
			v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines
		end

		--Store Axle-Anchored/Suspension-Anchored Part Orientation
		local WParts = {}

		local tPos = v.Position-car.DriveSeat.Position
		if v.Name=="FL" or v.Name=="RL" then
			v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90))
		else
			v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90))
		end
		v.CFrame = v.CFrame+tPos

		if v:FindFirstChild("Parts")~=nil then
			getParts(v.Parts,WParts,v)
		end
		if v:FindFirstChild("Fixed")~=nil then
			getParts(v.Fixed,WParts,v)
		end

		--Align Wheels
		if v.Name=="FL" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),math.rad(-_Tune.FCaster),math.rad(_Tune.FToe))
		elseif v.Name=="FR" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),math.rad(_Tune.FCaster),math.rad(-_Tune.FToe))
		elseif v.Name=="RL" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),math.rad(-_Tune.RCaster),math.rad(_Tune.RToe))
		elseif v.Name=="RR" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),math.rad(_Tune.RCaster),math.rad(-_Tune.RToe))
		end

		--Re-orient Axle-Anchored/Suspension-Anchored Parts
		for _,a in pairs(WParts) do
			a[1].CFrame=v.CFrame:toWorldSpace(a[2])
		end


Prompt: -- by default, warns

Response:
local function warnWithTracebackOnError(func, shouldNotWarn)
	return xpcall(func, function(err)
		if not shouldNotWarn then
			warn(tostring(err) .. "\n" .. debug.traceback())
		end
		return false, err
	end)
end

function SafeSpawn.new(func, shouldNotWarn)
	local success, err = warnWithTracebackOnError(coroutine.wrap(func), shouldNotWarn)
	if not success and not shouldNotWarn then
		warn(err)
	end
	return success, err
end

return SafeSpawn


Response:
	,EnableHolster = false
	,HolsterTo = 'Torso'				 -- Put the name of the body part you wanna holster to
	,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))

	,RightArmPos = CFrame.new(-.815, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(.815,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))	--server

	,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
	,GunPos = CFrame.new(0.3, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))

	,RightPos = CFrame.new(-.815, 0.15, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(.815,0.15,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))	--Client
}

return Config


Prompt: -- SERVICES --

Response:
local DataStoreService = game:GetService('DataStoreService')
local ReplicatedStorage = game:GetService('ReplicatedStorage')


Prompt: -- Objects

Response: local PlayerIcon = ReplicatedStorage.Assets.General.UI.PlayerIcon


Prompt: --if i <= 0 then

Response: script.Parent.Main.TextLabel.Text = "Time Left: "..i


Prompt: -- Decompiled with the Synapse X Luau decompiler.

Response:
local v1 = {};
local v2 = require(game.ReplicatedStorage.Modules.Lightning);
local v3 = require(game.ReplicatedStorage.Modules.Xeno);
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__5 = game.TweenService;
local l__Debris__6 = game.Debris;
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function v1.RunStompFx(p1, p2, p3, p4)
	local v7 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone();
	v7.Parent = p2.Parent.UpperTorso and p2;
	v7:Play();
	game.Debris:AddItem(v7, 3);
	local v8 = l__ReplicatedStorage__1.KillFX[p1].Sonny:Clone();
	v8.Parent = workspace.Ignored.Animations;
	v8.CFrame = CFrame.new(p2.Parent.UpperTorso.CFrame.p) * CFrame.new(0, 0.5, 0);
	game.Debris:AddItem(v8, 4);
	delay(0, function()
		for v9 = 1, 0, -0.05 do
			v8.KO.Image.UIGradient.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.5, v9), NumberSequenceKeypoint.new(1, 1) });
			task.wait(0.01);
		end;
		task.wait(1);
		for v10 = 0, 1, 0.025 do
			v8.KO.Image.UIGradient.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.5, v10), NumberSequenceKeypoint.new(1, 1) });
			task.wait(0.01);
		end;
	end);
	return nil;
end;
return v1;


Prompt: -- / Settings / --

Response:
local Settings = {
	Buttons = 6

}

local ActivatedButtons = {}