Prompt: -- [[ VR Support Section ]] --

Response:
function BaseCamera:ApplyVRTransform()
	if not VRService.VREnabled then
		return
	end

	--we only want this to happen in first person VR
	local rootJoint = self.humanoidRootPart and self.humanoidRootPart:FindFirstChild("RootJoint")
	if not rootJoint then
		return
	end

	local cameraSubject = game.Workspace.CurrentCamera.CameraSubject
	local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat")

	if self.inFirstPerson and not isInVehicle then
		local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)
		local vrRotation = vrFrame - vrFrame.p
		rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
	else
		rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
	end
end

function BaseCamera:IsInFirstPerson()
	return self.inFirstPerson
end

function BaseCamera:ShouldUseVRRotation()
	if not VRService.VREnabled then
		return false
	end

	if not self.VRRotationIntensityAvailable and tick() - self.lastVRRotationIntensityCheckTime < 1 then
		return false
	end

	local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)
	self.VRRotationIntensityAvailable = success and vrRotationIntensity ~= nil
	self.lastVRRotationIntensityCheckTime = tick()

	self.shouldUseVRRotation = success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth"

	return self.shouldUseVRRotation
end

function BaseCamera:GetVRRotationInput()
	local vrRotateSum = ZERO_VECTOR2
	local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end)

	if not success then
		return
	end

	local vrGamepadRotation = ZERO_VECTOR2
	local delayExpired = (tick() - self.lastVRRotationTime) >= self:GetRepeatDelayValue(vrRotationIntensity)

	if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then
		if (delayExpired or not self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then
			local sign = 1
			if vrGamepadRotation.x < 0 then
				sign = -1
			end
			vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign
			self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true
		end
	elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then
		self.vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil
	end

	self.vrRotateKeyCooldown[Enum.KeyCode.Left] = nil
	self.vrRotateKeyCooldown[Enum.KeyCode.Right] = nil

	if vrRotateSum ~= ZERO_VECTOR2 then
		self.lastVRRotationTime = tick()
	end

	return vrRotateSum
end

function BaseCamera:CancelCameraFreeze(keepConstraints)
	if not keepConstraints then
		self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 1, self.cameraTranslationConstraints.z)
	end
	if self.cameraFrozen then
		self.trackingHumanoid = nil
		self.cameraFrozen = false
	end
end

function BaseCamera:StartCameraFreeze(subjectPosition, humanoidToTrack)
	if not self.cameraFrozen then
		self.humanoidJumpOrigin = subjectPosition
		self.trackingHumanoid = humanoidToTrack
		self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, 0, self.cameraTranslationConstraints.z)
		self.cameraFrozen = true
	end
end

function BaseCamera:OnNewCameraSubject()
	if self.subjectStateChangedConn then
		self.subjectStateChangedConn:Disconnect()
		self.subjectStateChangedConn = nil
	end

	local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject
	if self.trackingHumanoid ~= humanoid then
		self:CancelCameraFreeze()
	end
	if humanoid and humanoid:IsA("Humanoid") then
		self.subjectStateChangedConn = humanoid.StateChanged:Connect(function(oldState, newState)
			if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not self.inFirstPerson then
				self:StartCameraFreeze(self:GetSubjectPosition(), humanoid)
			elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then
				self:CancelCameraFreeze(true)
			end
		end)
	end
end

function BaseCamera:GetVRFocus(subjectPosition, timeDelta)
	local lastFocus = self.LastCameraFocus or subjectPosition
	if not self.cameraFrozen then
		self.cameraTranslationConstraints = Vector3.new(self.cameraTranslationConstraints.x, math.min(1, self.cameraTranslationConstraints.y + 0.42 * timeDelta), self.cameraTranslationConstraints.z)
	end

	local newFocus
	if self.cameraFrozen and self.humanoidJumpOrigin and self.humanoidJumpOrigin.y > lastFocus.y then
		newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(self.humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z))
	else
		newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, self.cameraTranslationConstraints.y))
	end

	if self.cameraFrozen then
		-- No longer in 3rd person
		if self.inFirstPerson then -- not VRService.VREnabled
			self:CancelCameraFreeze()
		end
		-- This case you jumped off a cliff and want to keep your character in view
		-- 0.5 is to fix floating point error when not jumping off cliffs
		if self.humanoidJumpOrigin and subjectPosition.y < (self.humanoidJumpOrigin.y - 0.5) then
			self:CancelCameraFreeze()
		end
	end

	return newFocus
end

function BaseCamera:GetRotateAmountValue(vrRotationIntensity)
	vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
	if vrRotationIntensity then
		if vrRotationIntensity == "Low" then
			return VR_LOW_INTENSITY_ROTATION
		elseif vrRotationIntensity == "High" then
			return VR_HIGH_INTENSITY_ROTATION
		end
	end
	return ZERO_VECTOR2
end

function BaseCamera:GetRepeatDelayValue(vrRotationIntensity)
	vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity")
	if vrRotationIntensity then
		if vrRotationIntensity == "Low" then
			return VR_LOW_INTENSITY_REPEAT
		elseif vrRotationIntensity == "High" then
			return VR_HIGH_INTENSITY_REPEAT
		end
	end
	return 0
end

function BaseCamera:Update(dt)
	error("BaseCamera:Update() This is a virtual function that should never be getting called.", 2)
end

return BaseCamera


Prompt:
--[[*
 * This class is a perf optimization for sorting the list of currently
 * running tests. It tries to keep tests in the same positions without
 * shifting the whole list.
 ]]

Response:
type CurrentTestList = {
	add: (self: CurrentTestList, testPath: Config_Path, config: Config_ProjectConfig) -> (),
	delete: (self: CurrentTestList, testPath: Config_Path) -> (),
	get: (self: CurrentTestList) -> Array<{
		testPath: Config_Path,
		config: Config_ProjectConfig,
	}>,
}

local CurrentTestList = {}
CurrentTestList.__index = CurrentTestList

function CurrentTestList.new(): CurrentTestList
	local self = setmetatable({}, CurrentTestList)
	self._array = {}
	return (self :: any) :: CurrentTestList
end

function CurrentTestList:add(testPath: Config_Path, config: Config_ProjectConfig): ()
	local index = Array.indexOf(self._array, nil)
	local record = { config = config, testPath = testPath }
	if index ~= -1 then
		self._array[index] = record
	else
		table.insert(self._array, record)
	end
end

function CurrentTestList:delete(testPath: Config_Path): ()
	local record = Array.find(self._array, function(record)
		return record ~= nil and record.testPath == testPath
	end)
	self._array[Array.indexOf(self._array, Boolean.toJSBoolean(record) and record or nil)] = nil
end

function CurrentTestList:get(): Array<{
	testPath: Config_Path,
	config: Config_ProjectConfig,
}>
	return self._array
end

type Cache = {
	content: string,
	clear: string,
}


Prompt:
--[[
    A utility script that generates readable dates
]]

Response:
local ReadableDate = {}

local DEFAULT_FORMAT = "$hour:$sec $day/$month/$year"


Prompt:
-- float rd_flt_be(string src, int s)
-- @src - Source binary string
-- @s - Start index of big endian float

Response:
local function rd_flt_be(src, s)
	local f1, f2, f3, f4 = string.byte(src, s, s + 3)
	return rd_flt_basic(f4, f3, f2, f1)
end


Response:
d = false
function onTouched(hit)
if d == false then
h = hit.Parent:findFirstChild("Torso")
if (h~=nil) then
d = true
gg = math.random(1,20)
if gg == 4 then
h.CFrame = h.CFrame * CFrame.Angles(0,0,math.rad(100))
end
if script.dmg.Value == true then
hum = h.Parent:findFirstChild("Humanoid")
if hum then
hum.Health = hum.Health - 25
end
end
wait(1.5)
d = false
end
end
end
script.Parent.Parent.Touched:connect(onTouched)

while true do
bt = script.Parent
ppp = bt.Parent:GetMass()
wait(.25)
bt.force = Vector3.new(0,0,500*ppp*script.mag.Value)
wait(.25)
bt.force = Vector3.new(0,0,-500*ppp*script.mag.Value)
end


Prompt: --				{ id = "slash.xml", weight = 10 }

Response:
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 }
			},
	wave = {
				{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 }
			},
	point = {
				{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 }
			},
	dance = {
				{ id = "http://www.roblox.com/asset/?id=130018893", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=132546839", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=132546884", weight = 10 }
			},
	dance2 = {
				{ id = "http://www.roblox.com/asset/?id=160934142", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=160934298", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=160934376", weight = 10 }
			},
	dance3 = {
				{ id = "http://www.roblox.com/asset/?id=160934458", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=160934530", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=160934593", weight = 10 }
			},
	laugh = {
				{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 }
			},
	cheer = {
				{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 }
			},
}


Response:
function getHumanoid(model)
	for _, v in pairs(model:GetChildren()) do
		if v:IsA'Humanoid' then
			return v
		end
	end
end

local ai = script.Parent
local human = getHumanoid(ai)
local hroot = ai.HumanoidRootPart
local zspeed = hroot.Velocity.magnitude

local pfs = game:GetService("PathfindingService")

function GetPlayerNames()
	local players = game:GetService('Players'):GetChildren()
	local name = nil
	for _, v in pairs(players) do
		if v:IsA'Player' then
			name = tostring(v.Name)
		end
	end
	return name
end

spawn(function()
	while wait() do

	end
end)

function GetPlayersBodyParts(t)
	local torso = t
	if torso then
		local figure = torso.Parent
		for _, v in pairs(figure:GetChildren()) do
			if v:IsA'Part' then
				return v.Name
			end
		end
	else
		return "HumanoidRootPart"
	end
end

function GetTorso(part)
	local chars = game.Workspace:GetChildren()
	local torso = nil
	for _, v in pairs(chars) do
		if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then
			local charRoot = v:FindFirstChild'HumanoidRootPart'
			if (charRoot.Position - part).magnitude < SearchDistance then
				torso = charRoot
			end
		end
	end
	return torso
end

for _, zambieparts in pairs(ai:GetChildren()) do
	if zambieparts:IsA'Part' then
		zambieparts.Touched:connect(function(p)
			if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= ai.Name then -- damage
				local enemy = p.Parent
				local enemyhuman = getHumanoid(enemy)
				enemyhuman:TakeDamage(aiDamage)
			end
		end)
	end
end


Response:
local Debris = game.Debris

local Engine = game.ReplicatedStorage:WaitForChild("ACS_Engine")
local Evt = Engine:WaitForChild("Eventos")
local ServerConfig = require(Engine.ServerConfigs:WaitForChild("Config"))

local Settings = script.Parent.ACS_Modulo:WaitForChild("Config")

local ACS_Storage = workspace:WaitForChild("ACS_WorkSpace")

local Modulos = Engine:WaitForChild("Modulos")

local Hitmarker = require(Modulos:WaitForChild("Hitmarker"))
local Ragdoll = require(Modulos:WaitForChild("Ragdoll"))

local Ignore_Model = ACS_Storage:FindFirstChild("Server")

local BulletModel = ACS_Storage:FindFirstChild("Client")

local Ray_Ignore = {Ignore_Model, BulletModel, ACS_Storage}

local Dead = false

wait(3)
script.Parent.ForceField:Destroy()

script.Parent.Humanoid.Died:connect(function()
	Ragdoll(script.Parent)
	if script.Parent:FindFirstChild("Gun") ~= nil then
		script.Parent.Gun.CanCollide = true
	end
	Dead = true
	Debris:AddItem(script.Parent,game.Players.RespawnTime)
end)

local CanSee = false
local CurrentPart = nil

function onTouched(hit)
	if hit.Parent == nil then
		return
	end

	local humanoid = hit.Parent:findFirstChild("Humanoid")

	if humanoid == nil then
		CurrentPart = hit
	end
end

function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)

	if child then
		return child
	end

	while true do
		--print(childName)

		child = parent.ChildAdded:wait()

		if child.Name==childName then
			return child
		end
	end
end

local Figure = script.Parent
local Humanoid = waitForChild(Figure, "Humanoid")
local Torso = waitForChild(Figure, "Torso")
local Left = waitForChild(Figure, "Left Leg")
local Right = waitForChild(Figure, "Right Leg")

Left.Touched:connect(onTouched)
Right.Touched:connect(onTouched)

function getHumanoid(model)
	for _, v in pairs(model:GetChildren())do
		if v:IsA'Humanoid' then
			return v
		end
	end
end

local zombie = script.Parent
local human = getHumanoid(zombie)
local hroot = zombie.Torso
local head = zombie:FindFirstChild'Head'

local pfs = game:GetService("PathfindingService")
local players = game:GetService('Players')

local RecoilSpread = Spread/100
local perception = 0
local Memory = 0

wait(.1)

local ammo=Settings.Ammo.Value -- How much ammo the Enemy has
local w=.14
local RPM = 1/(FireRate/60)
local r=false
local t=script.Parent

local h=t:WaitForChild'Grip'

function Hitmaker(HitPart, Position, Normal, Material)

	Evt.Hit:FireAllClients(nil,Position,HitPart,Normal,Material,nil)

end

function CheckForHumanoid(L_225_arg1)
	local L_226_ = false
	local L_227_ = nil
	if L_225_arg1 then
		if (L_225_arg1.Parent:FindFirstChild("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChild("Humanoid")) then
			L_226_ = true
			if L_225_arg1.Parent:FindFirstChild('Humanoid') then
				L_227_ = L_225_arg1.Parent.Humanoid
			elseif L_225_arg1.Parent.Parent:FindFirstChild('Humanoid') then
				L_227_ = L_225_arg1.Parent.Parent.Humanoid
			end
		else
			L_226_ = false
		end
	end
	return L_226_, L_227_
end

function CalcularDano(DanoBase,Dist,Vitima,Type)

	local damage = 0
	local VestDamage = 0
	local HelmetDamage = 0
	local Traveleddamage = DanoBase-(math.ceil(Dist)/40)*FallOfDamage
	if Vitima.Parent:FindFirstChild("Saude") ~= nil then

				local Vest =  Vitima.Parent.Saude.Protecao.VestVida
				local Vestfactor = Vitima.Parent.Saude.Protecao.VestProtect
				local Helmet = Vitima.Parent.Saude.Protecao.HelmetVida
				local Helmetfactor = Vitima.Parent.Saude.Protecao.HelmetProtect

		if Type == "Head" then
				if Helmet.Value > 0 and (BulletPenetration) < Helmetfactor.Value  then
					damage = Traveleddamage * ((BulletPenetration)/Helmetfactor.Value)
					HelmetDamage = (Traveleddamage * ((100 - BulletPenetration)/Helmetfactor.Value))

					if HelmetDamage <= 0 then
					HelmetDamage = 0.5
					end

				elseif Helmet.Value > 0 and (BulletPenetration) >= Helmetfactor.Value then
					damage = Traveleddamage
					HelmetDamage = (Traveleddamage * ((100 - BulletPenetration)/Helmetfactor.Value))

					if HelmetDamage <= 0 then
					HelmetDamage = 1
					end

				elseif Helmet.Value <= 0 then
					damage = Traveleddamage

				end
			else
				if Vest.Value > 0 and (BulletPenetration) < Vestfactor.Value  then
					damage = Traveleddamage * ((BulletPenetration)/Vestfactor.Value)
					VestDamage = (Traveleddamage * ((100 - BulletPenetration)/Vestfactor.Value))

					if VestDamage <= 0 then
					VestDamage = 0.5
					end

				elseif Vest.Value > 0 and (BulletPenetration) >= Vestfactor.Value then
					damage = Traveleddamage
					VestDamage = (Traveleddamage * ((100 - BulletPenetration)/Vestfactor.Value))

					if VestDamage <= 0 then
					VestDamage =  1
					end

				elseif Vest.Value <= 0 then
					damage = Traveleddamage

				end
			end
		else
			damage = Traveleddamage
	end
		if damage <= 0 then
			damage = 1
		end

	return damage,VestDamage,HelmetDamage
end

function Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
	if VitimaHuman.Parent:FindFirstChild("Saude") ~= nil then
	local Colete = VitimaHuman.Parent.Saude.Protecao.VestVida
	local Capacete = VitimaHuman.Parent.Saude.Protecao.HelmetVida
		Colete.Value = Colete.Value - DanoColete
		Capacete.Value = Capacete.Value - DanoCapacete
	end
	VitimaHuman:TakeDamage(Dano)
end

local function reload(boo)
	if(boo and ammo ~= Settings.Ammo.Value)or ammo==0 then
		r=true
		if w then
			w=.03
		end
		h.Reload:Play()
		wait(3) -- How long the Enemy reloads
		ammo= Settings.Ammo.Value
		if w then
			w=.14
		end
		r=false
	elseif boo then
		wait(.1)
	end
end
local function near()
if not Dead then
	local dis,pl= Settings.ShotDistance.Value ,nil -- Range of the Enemy
	for _,v in ipairs(game.Players:GetPlayers())do
		if v.Character and v.Character:FindFirstChild'Humanoid'and v:DistanceFromCharacter(h.Position)<dis then
			dis,pl=v:DistanceFromCharacter(h.Position),v
		end
	end
	if pl then
		return pl.Character:GetModelCFrame(),dis,CFrame.new(pl.Character.Humanoid.WalkToPoint).lookVector
	else
		return nil
	end
end
end


Prompt: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= 0
	Tune.RCamber		= 0
	Tune.FCaster		= 0
	Tune.RCaster		= 0
	Tune.FToe			= 0
	Tune.RToe			= 0


Prompt: -- Ammo

Response:
plr.Character.ChildAdded:connect(function(oc)
	if (oc:IsA("Tool") or oc:IsA("HopperBin")) and oc:FindFirstChild("Ammo") and oc:FindFirstChild("AmmoLeft") then
		--gui.Ammo.Text = oc.Ammo.Value.."/"..oc.AmmoLeft.Value
		oc.Ammo.Changed:connect(function(v)
			--gui.Ammo.Text = oc.Ammo.Value.."/"..oc.AmmoLeft.Value
			gui.Ammo.Text = ""
		end)
		oc.AmmoLeft.Changed:connect(function(v)
			--gui.Ammo.Text = oc.Ammo.Value.."/"..oc.AmmoLeft.Value
			gui.Ammo.Text = ""
		end)
	end
end)

plr.Character.ChildRemoved:connect(function(oc)
	if (oc:IsA("Tool") or oc:IsA("HopperBin")) and oc:FindFirstChild("Ammo") and oc:FindFirstChild("AmmoLeft") then
		gui.Ammo.Text = ""
	end
end)


Prompt: -- !! the marked -- things are optional ...delete these -- marks to give the function a random chance to be activated.


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)
	if plrData.Money.Gold.Value > 1 then
		return true
	end
	return false
end


Prompt:
--[=[
	Use to test that the given GuiObject or Rect is to the right of the other GuiObject or Rect.

	The last argument is optional. If nil, the matcher will pass only if the difference **left** edge of the given GuiObject or Rect and the **right** edge of the other GuiObject or Rect is zero or positive.

	Usage:

	```lua
	expect(a).toBeRightOf(b) -- Jest
	expect(a).to.be.rightOf(b) -- TestEZ
	```

	![Example of rightOf(a, b)](/rightOf(a,%20b).png)

	```lua
	expect(a).toBeRightOf(b, 5) -- Jest
	expect(a).to.be.rightOf(b, 5) -- TestEZ
	```

	![Example of rightOf(a, b, 5)](/rightOf(a,%20b,%205).png)

	```lua
	expect(a).toBeRightOf(b, NumberRange.new(0, 5)) -- Jest
	expect(a).to.be.rightOf(b, NumberRange.new(0, 5)) -- TestEZ
	```

	![Example of rightOf(a, b, NumberRange.new(0, 5))](/rightOf(a,%20b,%20NumberRange.new(0,%205)).png)

	@tag outside
	@within CollisionMatchers2D
]=]

Response:
local function rightOf(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange)
	local aRect = toRect(a)
	local bRect = toRect(b)

	local distanceFromSide = aRect.Min - bRect.Max
	if distance then
		if typeof(distance) == "number" then
			distance = NumberRange.new(distance)
		end

		return returnValue(
			distance.Min <= distanceFromSide.X and distance.Max >= distanceFromSide.X,
			"Was within range",
			"Was not within range ( " .. tostring(distance) .. ")"
		)
	else
		return returnValue(distanceFromSide.X >= 0, "Was not left of the element", "Was to the left of the element")
	end
end

return rightOf


Prompt:
--[=[
	@return boolean
	Returns `true` if the option has a value.
]=]

Response:
function Option:IsSome()
	return self._s
end


Prompt: --- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.

Response:
module.BubbleChatEnabled = PlayersService.BubbleChat
module.ClassicChatEnabled = PlayersService.ClassicChat


Prompt:
--[[
	Spawns a thread with predictable timing.
]]

Response:
function Promise.spawn(callback, ...)
	local args = { ... }
	local length = select("#", ...)

	local connection
	connection = RunService.Heartbeat:Connect(function()
		connection:Disconnect()
		callback(unpack(args, 1, length))
	end)
end


Prompt:
--[=[
	Returns if a string starts with a postfix
	@param str string
	@param prefix string
	@return boolean
]=]

Response:
function String.startsWith(str: string, prefix: string): boolean
	return str:sub(1, #prefix) == prefix
end


Prompt: --[[Configuration]]

Response:
--
local looped = true -- If you set this to true, then the song that is currently playing will restart and play over again.
local pitch = 1
local volume = 1
local songPlayTime = 300 -- Seconds until the song will stop, I recommending leaving this at 120, since all ROBLOX Audios are now 120 seconds long.
local nextSongPlayTime = 3-- Seconds until the next song will be played, if you want you can leave it at 2.(2 is the default)


Prompt: --// Although this feature is pretty much ready, it needs some UI design still.

Response:
module.RightClickToLeaveChannelEnabled = false
module.MessageHistoryLengthPerChannel = 50


Prompt: --!native

Response:
local Numpy = {}
local CanvasDraw = require(script.Parent.CanvasDraw)

function Numpy.Flat(val, width, height)
	local temp = {}
	for y = 0, height-1 do
		for x = 0, width-1 do
			local baseIndex = y * width * 4 + x * 4
			temp[baseIndex + 1] = val  -- Red channel
			temp[baseIndex + 2] = val  -- Green channel
			temp[baseIndex + 3] = val  -- Blue channel
			temp[baseIndex + 4] = val  -- Alpha channel
		end
	end
	return temp
end

function Numpy.Custom2(val, dim1, dim2, dim3)
	local result = {}
	for i = 0, dim1 do
		result[i] = {}
		for j = 0, dim2 do
			result[i][j] = {}
			if dim3 == nil then
				result[i][j] = val
			else
				for k = 0, dim3 do
					result[i][j][k] = val
				end
			end
		end
	end
	return result
end

function Numpy.CDrawToNumpy(data)
	local Resolution = data.ImageResolution

	local FinalTbl = {}

	for x=0, Resolution.X-1 do
		local temp = {}
		for y=0, Resolution.Y-1 do
			local PixelColor = CanvasDraw.GetPixelFromImageXY(data, x+1, y+1)
			temp[y] = {math.floor(PixelColor.R*255), math.floor(PixelColor.G*255), math.floor(PixelColor.B*255)}
		end
		FinalTbl[x] = temp
	end

	return FinalTbl, {Resolution.X, Resolution.Y}
end

function Numpy.ColorImage(Color, Resolution)
	local FinalTbl = {}

	for x=0, Resolution[1]-1 do
		local temp = {}
		for y=0, Resolution[2]-1 do
			temp[y] = Color
		end
		FinalTbl[x] = temp
	end

	return FinalTbl
end

return Numpy


Prompt: -- When Tool Equipped

Response:
tool.Equipped:Connect(function()
	track = script.Parent.Parent.Humanoid:LoadAnimation(anim)
	track1 = script.Parent.Parent.Humanoid:LoadAnimation(anim1)
	track.Priority = Enum.AnimationPriority.Movement
	track1.Priority = Enum.AnimationPriority.Movement
	track.Looped = true
	track:Play()
	track1:Play()
end)


Response:
local Selected = false

local playerMass = 0

local Forward = false
local Backward = false

local Idling = false
local Walking = false
local Running = false

local crawlCamRot = 0
local crawlAlpha = 0
local idleAlpha = 1
local walkAlpha = 0
local isCrawling = false
local isIdling = false
local isWalking = false
local isRunning = false

local Aimed = false
local Aiming = false
local aimAlpha = 0
local headOffset = VEC2(COS(RAD(90) - S.aimSettings.headTilt) * 0.5, 1 + SIN(RAD(90) - S.aimSettings.headTilt) * 0.5)

local Reloading = false
local breakReload = false
local magVisible = true
local newMag = false

local Knifing = false

local MB1Down = false
local Firing = false
local canFire = true
local fireFunction = nil
local firstShot = false
local shotCount = 0
local lastSideRecoil = {0, 0}
local recoilAnim = {
	Pos = V3();
	Rot = V3();
	Code = nil;
}

local numModes = 0
local rawFireMode = 1
local canSelectFire = true
local guiAngOffset = 0
local Modes = {}

local onGround = true
local startFallHeight = 0
local jumpAnim = {
	Pos = 0;
	Rot = 0;
	Code = 0;
}

local runReady = true
local runKeyPressed = false
local chargingStamina = false

local AimingIn = false
local AimingOut = false

local Stamina = S.sprintTime * 60
local currentSteadyTime = S.scopeSettings.steadyTime * 60

local camSteady = false
local takingBreath = false
local steadyKeyPressed = false

local Grip = nil
local aimedGripCF = nil

local spreadZoom = "unAimed"
local spreadStance = "Stand"
local spreadMotion = "Idling"
local baseSpread = S.spreadSettings.unAimed.Stand.Idling
local currentSpread = 0
local loweringSpread = false

local mouseSensitivity = S.sensitivitySettings.Default
local aimSensitivity = S.sensitivitySettings.Aim
local lastSensUpdate = 0

local ammoInClip = 0

local Stance = 0
local stanceSway = 1
local camSway = 1

local camAng = VEC2()

local armTilt = 0
local moveAng = 0
local animCode = 0

local desiredXOffset = 0
local desiredYOffset = 0
local currentXOffset = 0
local currentYOffset = 0
local aimHeadOffset = 0
local recoilAnimMultiplier = 1
local jumpAnimMultiplier = 1
local translationDivisor = 7
local rotationMultiplier = S.momentumSettings.Amplitude.unAimed
local armTiltMultiplier = 1

local equipAnimPlaying = false

local crossOffset = 0

local camOffsets = {
	guiScope = {
		Rot = V3();
	};
	Reload = {
		Rot = V3();
		Code = nil;
	};
	Recoil = {
		Rot = V3();
		Code = nil;
	};
}

local Anim = {
	Pos = V3();
	Rot = V3();
	Ang = 0;
	Code = 0;
}

local lastBeat = 0

local gunParts = {}

local Connections = {}

local Keys = {}


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

Response:
wait(2.5)
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt=0
local redline=0

script:WaitForChild("Rev")

for i,v in pairs(car.DriveSeat:GetChildren()) do
	for _,a in pairs(script:GetChildren()) do
		if v.Name==a.Name then v:Stop() wait() v:Destroy() end
	end
end

handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")

while wait() do
	local _RPM = script.Parent.Values.RPM.Value

	if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
		throt = math.max(.3,throt-.2)
	else
		throt = math.min(1,throt+.1)
	end
	if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
		redline=.5
	else
		redline=1
	end
	if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
	local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
	if FE then
		handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume)
	else
		car.DriveSeat.Rev.Pitch = Pitch
	end
end


Prompt:
--//State of Rockport\\--
--\\CREDITS:brian5001//--


Response:
game:GetService("RunService").Heartbeat:Connect(function()
	rWait(UpdateDelay)
	local TrsoLV = Trso.CFrame.lookVector
	local HdPos = Head.CFrame.p
	local player = getClosestPlayer()
	local LookAtPart
	if Neck or Waist then
		if player then
			local success, err = pcall(function()
				LookAtPart = GetValidPartToLookAt(player, PartToLookAt)
				if LookAtPart then
					local Dist = nil;
					local Diff = nil;
					local is_in_front = Core.CFrame:ToObjectSpace(LookAtPart.CFrame).Z < 0
					if is_in_front then
						if LookingAtValue.Value ~= player then
							LookingAtValue.Value = player
						end

						Dist = (Head.CFrame.p-LookAtPart.CFrame.p).magnitude
						Diff = Head.CFrame.Y-LookAtPart.CFrame.Y

						if not IsR6 then
							LookAt(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-LookAtPart.CFrame.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0),
								WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-LookAtPart.CFrame.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0))
						else
							LookAt(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-LookAtPart.CFrame.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor))
						end
					elseif LookBackOnNil then
						LookAt(NeckOrgnC0, WaistOrgnC0)
						if LookingAtValue.Value then
							LookingAtValue.Value = nil
						end
					end
				end
			end)
		elseif LookBackOnNil then
			LookAt(NeckOrgnC0, WaistOrgnC0)
			if LookingAtValue.Value then
				LookingAtValue.Value = nil
			end
		end
	end
end)


Prompt: -- Signal class

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

function Signal.new()
	return setmetatable({
		_handlerListHead = false,
	}, Signal)
end

function Signal:Connect(fn)
	local connection = Connection.new(self, fn)
	if self._handlerListHead then
		connection._next = self._handlerListHead
		self._handlerListHead = connection
	else
		self._handlerListHead = connection
	end
	return connection
end


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 moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


Response:
while true do
	R.BrickColor = BrickColor.new("Really red")
	wait(0.3)
    R.BrickColor = BrickColor.new("Really black")
	wait(0.3)
end


Response:
do
	local enabled = false

	local function ToggleFreecam()
		if enabled then
			StopFreecam()
		else
			StartFreecam()
		end
		enabled = not enabled
	end

	local function CheckMacro(macro)
		for i = 1, #macro - 1 do
			if not UserInputService:IsKeyDown(macro[i]) then
				return false
			end
		end
		ToggleFreecam()
		return true
	end

	local function HandleActivationInput(action, state, input)
		if state == Enum.UserInputState.Begin then
			if input.KeyCode == FREECAM_MACRO_KB[#FREECAM_MACRO_KB] then
				CheckMacro(FREECAM_MACRO_KB)
				--[[if CheckMacro(FREECAM_MACRO_KB) then
					return Enum.ContextActionResult.Sink
				end]]
			end
		end
		return Enum.ContextActionResult.Pass
	end

	ContextActionService:BindActionAtPriority("FreecamToggle2", HandleActivationInput, false, TOGGLE_INPUT_PRIORITY, FREECAM_MACRO_KB[#FREECAM_MACRO_KB])
end


Prompt:
--[[OMG YAY! First ever reply system, I'll be doing ALLOT of work on this.. It'll end up to be let's say..
1000+ lines of mixtures of letters forsay? I wanna make this good!]]

Response:
hichats = {"Hi","Hello","oh hi","Hi!","Oh hey","Hey","What do you want","What's up"}

local head = script.Parent.Head

function onPlayerEntered(newPlayer)
game.Players.PlayerAdded:connect(onPlayerEntered)
function onChatted(msg, recipient, speaker)

local source = string.lower(speaker.Name)
if (msg == "hi") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
local source = string.lower(speaker.Name)
if (msg == "hello") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
local source = string.lower(speaker.Name)
if (msg == "hi!") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
local source = string.lower(speaker.Name)
if (msg == "hi.") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
local source = string.lower(speaker.Name)
if (msg == "hello!") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
local source = string.lower(speaker.Name)
if (msg == "hello.") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
local source = string.lower(speaker.Name)
if (msg == "hey") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
local source = string.lower(speaker.Name)
if (msg == "hey!") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
local source = string.lower(speaker.Name)
if (msg == "hey.") then
game:GetService("Chat"):Chat(head,""..hichats[math.random(1, #hichats)]..", "..speaker.Name,Enum.ChatColor.White)
end
end
end
game.Players.PlayerAdded:connect(function(newP)
onPlayerEntered(newP) newP.Chatted:connect(function(msg) onChatted(msg, nil, newP) end) end)


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].FX:Clone();
	v7.Parent = workspace.Ignored.Animations;
	v7.PrimaryPart.CFrame = CFrame.new(p2.Position);
	local v8 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone();
	v8.Parent = p2;
	v8:Play();
	game.Debris:AddItem(v8, 6);
	game.Debris:AddItem(v7, 6);
	if p3 and p3:FindFirstChild("Information") then
		for v9, v10 in pairs(v8:GetDescendants()) do
			if v10:IsA("BasePart") or v10:IsA("MeshPart") then
				v10.Color = p3:FindFirstChild("Information").RayColor.Value;
			end;
		end;
	end;
	for v11, v12 in pairs(p2.Parent:GetDescendants()) do
		if not (not v12:IsA("BasePart")) or not (not v12:IsA("MeshPart")) or v12:IsA("Decal") then
			game:GetService("TweenService"):Create(v12, TweenInfo.new(4), {
				Color = Color3.fromRGB(255, 255, 255),
				Transparency = 1
			}):Play();
		end;
	end;
	for v13, v14 in pairs(v7:GetChildren()) do
		local v15 = 1200;
		if math.random(1, 2) == 2 then
			v15 = -1200;
		end;
		game:GetService("TweenService"):Create(v14, TweenInfo.new(3), {
			Transparency = 1,
			Position = p2.Position + Vector3.new(0, 2, 0),
			Size = v14.Size + Vector3.new(200, 200, 200),
			Orientation = v14.Orientation + Vector3.new(0, 0, v15)
		}):Play();
	end;
	return nil;
end;
return v1;


Prompt: --[[ Local Functions ]]

Response:
--
function MouseLockController:OnMouseLockToggled()
	self.isMouseLocked = not self.isMouseLocked

	if self.isMouseLocked then
		local cursorImageValueObj: StringValue? = script:FindFirstChild("CursorImage") :: StringValue?
		if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then
			CameraUtils.setMouseIconOverride(cursorImageValueObj.Value)
		else
			if cursorImageValueObj then
				cursorImageValueObj:Destroy()
			end
			cursorImageValueObj = Instance.new("StringValue")
			assert(cursorImageValueObj, "")
			cursorImageValueObj.Name = "CursorImage"
			cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR
			cursorImageValueObj.Parent = script
			CameraUtils.setMouseIconOverride(DEFAULT_MOUSE_LOCK_CURSOR)
		end
	else
		CameraUtils.restoreMouseIcon()
	end

	self.mouseLockToggledEvent:Fire()
end

function MouseLockController:DoMouseLockSwitch(name, state, input)
	if state == Enum.UserInputState.Begin then
		self:OnMouseLockToggled()
		return Enum.ContextActionResult.Sink
	end
	return Enum.ContextActionResult.Pass
end

function MouseLockController:BindContextActions()
	ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input)
		return self:DoMouseLockSwitch(name, state, input)
	end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys))
end

function MouseLockController:UnbindContextActions()
	ContextActionService:UnbindAction(CONTEXT_ACTION_NAME)
end

function MouseLockController:IsMouseLocked(): boolean
	return self.enabled and self.isMouseLocked
end

function MouseLockController:EnableMouseLock(enable: boolean)
	if enable ~= self.enabled then

		self.enabled = enable

		if self.enabled then
			-- Enabling the mode
			self:BindContextActions()
		else
			-- Disabling
			-- Restore mouse cursor
			CameraUtils.restoreMouseIcon()

			self:UnbindContextActions()

			-- If the mode is disabled while being used, fire the event to toggle it off
			if self.isMouseLocked then
				self.mouseLockToggledEvent:Fire()
			end

			self.isMouseLocked = false
		end

	end
end

game.Players.LocalPlayer.CharacterAdded:Wait()
return MouseLockController


Prompt: -- Sets the parent of all cached parts.

Response:
function PartCacheStatic:SetCacheParent(newParent: Instance)
	assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("SetCacheParent", "PartCache.new"))
	assert(newParent:IsDescendantOf(workspace) or newParent == workspace, "Cache parent is not a descendant of Workspace! Parts should be kept where they will remain in the visible world.")

	self.CurrentCacheParent = newParent
	for i = 1, #self.Open do
		self.Open[i].Parent = newParent
	end
	for i = 1, #self.InUse do
		self.InUse[i].Parent = newParent
	end
end


Prompt:
-- Adds user timing marks for e.g. state updates, suspense, and work loop stuff,
-- for an experimental scheduling profiler tool.

Response: exports.enableSchedulingProfiler = _G.__PROFILE__ and _G.__EXPERIMENTAL__


Prompt:
--	if math.abs(g) > 0 then
--
--	end

Response:
end

F.pbrake = function(x)
	if x then carSeat.PBt:Play()
	else carSeat.PBf:Play()
	end
end

F.updateValue = function(Val, Value)
	if Val then
		Val.Value = Value
	end
end

F.FMSwitch = function(FM)
	if carSeat.Stations.mood.Value == 5 then
		carSeat.Parent.Body.MP.Sound:Stop()
		carSeat.Stations.mood.Value = 2
		scg.Radio.Song.Text = "PRESET 2"
	elseif carSeat.Stations.mood.Value == 2 then
		carSeat.Parent.Body.MP.Sound:Stop()
		carSeat.Stations.mood.Value = 3
		scg.Radio.Song.Text = "PRESET 3"
	elseif carSeat.Stations.mood.Value == 3 then
		carSeat.Parent.Body.MP.Sound:Stop()
		carSeat.Stations.mood.Value = 4
		scg.Radio.Song.Text = "PRESET 4"
	elseif carSeat.Stations.mood.Value == 4 then
		carSeat.Parent.Body.MP.Sound:Stop()
		carSeat.Stations.mood.Value = 1
		scg.Radio.Song.Text = "PRESET 1"
	elseif carSeat.Stations.mood.Value == 1 then
		carSeat.Parent.Body.MP.Sound:Stop()
		carSeat.Stations.mood.Value = 5
		scg.Radio.Song.Text = ""
	end
end

F.volumech = function(v)
	carSeat.Parent.Body.MP.Sound.Volume = v
	scg.Radio.Volume.Text = carSeat.Parent.Body.MP.Sound.Volume
end

F.updateSong = function(Song)
	carSeat.Stations.mood.Value = 5
	carSeat.Parent.Body.MP.Sound:Stop()
	wait()
	carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..Song
	wait()
	carSeat.Parent.Body.MP.Sound:Play()
	scg.Radio.Song.Text = "CUSTOM"
end

F.pauseSong = function()
	carSeat.Stations.mood.Value = 5
	carSeat.Parent.Body.MP.Sound:Stop()
	scg.Radio.Song.Text = "OFF"
end

F.pitc = function(v)
	carSeat.Parent.Body.MP.Sound.Pitch = v
end

script.Parent.OnServerEvent:connect(function(Player, Func, ...)
	if F[Func] then
		F[Func](...)
	end
end)


Prompt: --[[ Last synced 10/19/2020 07:16                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                ]]--


Prompt:
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

Response:
function onRunning(speed)
	local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
	local speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75
	if speed > speedThreshold then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end


Prompt: -- Represents a CastStateInfo :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/caststateinfo/

Response:
export type CastStateInfo = {
	UpdateConnection: RBXScriptSignal,
	HighFidelityBehavior: number,
	HighFidelitySegmentSize: number,
	Paused: boolean,
	Delta: number,
	TotalRuntime: number,
	TotalRuntime2: number,
	DistanceCovered: number,
	IsActivelySimulatingPenetrate: boolean,
	IsActivelyResimulating: boolean,
	CancelHighResCast: boolean,
	Trajectories: {[number]: CastTrajectory},
	TweenTable: GenericTable
}


Prompt:
--[[

	CameraShaker.CameraShakeInstance

	cameraShaker = CameraShaker.new(renderPriority, callbackFunction)

	CameraShaker:Start()
	CameraShaker:Stop()
	CameraShaker:Shake(shakeInstance)
	CameraShaker:ShakeSustain(shakeInstance)
	CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence])
	CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence])

	EXAMPLE:

		local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame)
			camera.CFrame = playerCFrame * shakeCFrame
		end)

		camShake:Start()

		-- Explosion shake:
		camShake:Shake(CameraShaker.Presets.Explosion)

		wait(1)

		-- Custom shake:
		camShake:ShakeOnce(3, 1, 0.2, 1.5)

	NOTE:

		This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written
		permission by the developer, Road Turtle Games, to port this to Roblox.

		Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148

--]]

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

local profileBegin = debug.profilebegin
local profileEnd = debug.profileend
local profileTag = "CameraShakerUpdate"

local V3 = Vector3.new
local CF = CFrame.new
local ANG = CFrame.Angles
local RAD = math.rad
local v3Zero = V3()

local CameraShakeInstance = require(script.CameraShakeInstance)
local CameraShakeState = CameraShakeInstance.CameraShakeState

local defaultPosInfluence = V3(0.15, 0.15, 0.15)
local defaultRotInfluence = V3(1, 1, 1)

CameraShaker.CameraShakeInstance = CameraShakeInstance
CameraShaker.Presets = require(script.CameraShakePresets)

function CameraShaker.new(renderPriority, callback)

	assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)")
	assert(type(callback) == "function", "Callback must be a function")

	local self = setmetatable({
		_running = false;
		_renderName = "CameraShaker";
		_renderPriority = renderPriority;
		_posAddShake = v3Zero;
		_rotAddShake = v3Zero;
		_camShakeInstances = {};
		_removeInstances = {};
		_callback = callback;
	}, CameraShaker)

	return self

end

function CameraShaker:Start()
	if (self._running) then return end
	self._running = true
	local callback = self._callback
	game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt)
		profileBegin(profileTag)
		local cf = self:Update(dt)
		profileEnd()
		callback(cf)
	end)
end

function CameraShaker:Stop()
	if (not self._running) then return end
	game:GetService("RunService"):UnbindFromRenderStep(self._renderName)
	self._running = false
end

function CameraShaker:Update(dt)

	local posAddShake = v3Zero
	local rotAddShake = v3Zero

	local instances = self._camShakeInstances

	-- Update all instances:
	for i = 1,#instances do

		local c = instances[i]
		local state = c:GetState()

		if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then
			self._removeInstances[#self._removeInstances + 1] = i
		elseif (state ~= CameraShakeState.Inactive) then
			posAddShake = posAddShake + (c:UpdateShake(dt) * c.PositionInfluence)
			rotAddShake = rotAddShake + (c:UpdateShake(dt) * c.RotationInfluence)
		end

	end

	-- Remove dead instances:
	for i = #self._removeInstances,1,-1 do
		local instIndex = self._removeInstances[i]
		table.remove(instances, instIndex)
		self._removeInstances[i] = nil
	end

	return CF(posAddShake) *
			ANG(0, RAD(rotAddShake.Y), 0) *
			ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z))

end

function CameraShaker:Shake(shakeInstance)
	assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance")
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end

function CameraShaker:ShakeSustain(shakeInstance)
	assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance")
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	shakeInstance:StartFadeIn(shakeInstance.fadeInDuration)
	return shakeInstance
end

function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence)
	local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime)
	shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence)
	shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence)
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end

function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence)
	local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime)
	shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence)
	shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence)
	shakeInstance:StartFadeIn(fadeInTime)
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end

return CameraShaker


Prompt:
--[=[
	@interface Middleware
	.Inbound ClientMiddleware?
	.Outbound ClientMiddleware?
	@within KnitClient
]=]

Response:
type Middleware = {
	Inbound: ClientMiddleware?,
	Outbound: ClientMiddleware?,
}


Prompt: -- Left Arm

Response:
		character:FindFirstChild("RightUpperLeg").LocalTransparencyModifier = 0

		character:FindFirstChild("RightLowerLeg").LocalTransparencyModifier = 0

		character:FindFirstChild("RightFoot").LocalTransparencyModifier = 0


Prompt: --returns the wielding player of this tool

Response:
function getPlayer()
	local char = Tool.Parent
	return game:GetService("Players"):GetPlayerFromCharacter(Character)
end

function Toss(direction)
	local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z)
	local spawnPos = Character.Head.Position
	spawnPos  = spawnPos + (direction * 5)
	Tool.Handle.Transparency = 1
	local Object = Tool.Handle:Clone()
	Object.Parent = workspace
	Object.Transparency = 1
	Object.Swing.Pitch = math.random(90, 110)/100
	Object.Swing:Play()
	Object.CanCollide = true
	Object.CFrame = Tool.Handle.CFrame
	Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0)
	Object.Trail.Enabled = true
	Object.Fuse:Play()
	Object.Sparks.Enabled = true
	local rand = 11.25
	Object.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand))
	Object:SetNetworkOwner(getPlayer())
	local ScriptClone = DamageScript:Clone()
	ScriptClone.Parent = Object
	ScriptClone.Disabled = false
	local tag = Instance.new("ObjectValue")
	tag.Value = getPlayer()
	tag.Name = "killer"
	tag.Parent = Object
	Tool:Destroy()
end

script.Parent.Power.OnServerEvent:Connect(function(player, Power)
	AttackVelocity = Power
end)

Remote.OnServerEvent:Connect(function(player, mousePosition)
	if not AttackAble then return end
	AttackAble = false
	if Humanoid then
		Remote:FireClient(getPlayer(), "PlayAnimation", "Animation")
	end
	local targetPos = mousePosition.p
	local lookAt = (targetPos - Character.Head.Position).unit
	Toss(lookAt)
	LeftDown = true
end)

function onLeftUp()
	LeftDown = false
end

Tool.Equipped:Connect(function()
	Character = Tool.Parent
	Humanoid = Character:FindFirstChildOfClass("Humanoid")
end)

Tool.Unequipped:Connect(function()
	Character = nil
	Humanoid = nil
end)


Prompt: -- CONSTANTS

Response:
local FORMAT_STR = "Maid does not support type \"%s\""

local DESTRUCTORS = {
	["function"] = function(item)
		item()
	end;
	["RBXScriptConnection"] = function(item)
		item:Disconnect()
	end;
	["Instance"] = function(item)
		item:Destroy()
	end;
}


Prompt: -- Style Options

Response:
Flat=true;						-- Enables Flat theme / Disables Aero theme
ForcedColor=false;				-- Forces everyone to have set color & transparency
Color=Color3.new(0,0,0);		-- Changes the Color of the user interface
ColorTransparency=.75;			-- Changes the Transparency of the user interface
Chat=false;						-- Enables the custom chat
BubbleChat=false;				-- Enables the custom bubble chat


Prompt:
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

Response:
function onRunning(speed)
	if speed > 0.5 then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end


Prompt:
--[[
	Init function that creates all the rooms
]]

Response:
function RoomManager.init()
	local roomModels = CollectionService:GetTagged(Constants.Tag.Room)

	for _, model in pairs(roomModels) do
		local room = rooms:add(model)

		room.stateChanged:Connect(RoomManager._updateStatusValues)
	end

	RoomManager._flashAlerts()
	RoomManager._updateStatusValues()

	workspace:GetPropertyChangedSignal("Gravity"):Connect(
		function()
			if workspace.Gravity == 0 then
				for _, room in pairs(rooms:getAll()) do
					room:applyMicroVelocityToParts()
				end
			end
		end
	)
end


Prompt: --create tables:

Response:
for i,part in pairs(model:GetChildren()) do
	if string.sub(part.Name, 1,1) == "c" then
		table.insert(c, 1, part)
	end
end
for i,part in pairs(model:GetChildren()) do
	if string.sub(part.Name, 1,1) == "d" then
		table.insert(d, 1, part)
	end
end

function lightOn(T)
	for i, part in pairs (T) do
		if part:FindFirstChild("SurfaceLight") then
			part.SurfaceLight.Enabled = true
		end
	    if part:FindFirstChild("SpotLight") then
			part.SpotLight.Enabled = true
			part.Material = "Neon"
		end
	end
end

function lightOff(T)
	for i, part in pairs (T) do
		if part:FindFirstChild("SurfaceLight") then
			part.SurfaceLight.Enabled = false
		end
	    if part:FindFirstChild("SpotLight") then
			part.SpotLight.Enabled = false
			part.Material = "SmoothPlastic"
		end
	end
end
while true do

	lightOn(c)
	wait(0.05)

	lightOff(c)
	wait(0.05)

	lightOn(d)
	wait(0.05)

	lightOff(d)
	wait(0.05)

end


Prompt: -- Create sound instance

Response:
local currentSound = Instance.new("Sound", character.HumanoidRootPart)
	  currentSound.Name = "CurrentSound"
	  currentSound.RollOffMode = Enum.RollOffMode.InverseTapered -- you can experiment with this value
	  currentSound.RollOffMinDistance = 10 -- When should the sound start fading out? (in studs)
	  currentSound.RollOffMaxDistance = 75 -- When should the sound stop being heard? (in studs)


Response:
Stance.OnServerEvent:connect(function(Player, L_97_arg2, Virar, Rendido)

	local char		= Player.Character
	local Torso		= char:WaitForChild("Torso")
	local Saude 	= char:WaitForChild("Saude")

if char.Humanoid.Health > 0 then

	local RootPart 	= char:WaitForChild("HumanoidRootPart")
	local RootJoint = RootPart:WaitForChild("RootJoint")
	local Neck 		= char["Torso"]:WaitForChild("Neck")
	local RS 		= char["Torso"]:WaitForChild("Right Shoulder")
	local LS 		= char["Torso"]:WaitForChild("Left Shoulder")
	local RH 		= char["Torso"]:WaitForChild("Right Hip")
	local LH 		= char["Torso"]:WaitForChild("Left Hip")
	local LeftLeg 	= char["Left Leg"]
	local RightLeg 	= char["Right Leg"]
	local Proned2

	RootJoint.C1 	= CFrame.new()

	if L_97_arg2 == 2 and char then

		TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,-2.5,1.35)* CFrame.Angles(math.rad(-90),0,math.rad(0))} ):Play()
		TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0))} ):Play()
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(0.9,1.1,0)* CFrame.Angles(math.rad(-180),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-0.9,1.1,0)* CFrame.Angles(math.rad(-180),math.rad(-90),math.rad(0))} ):Play()
		--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1.25,0)* CFrame.Angles(math.rad(0),math.rad(0),math.rad(180))} ):Play()

	elseif L_97_arg2 == 1 and char then

		TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,-1,0.25)* CFrame.Angles(math.rad(-10),0,math.rad(0))} ):Play()
		TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-0.35,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1.25,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0))} ):Play()
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
		--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()

	elseif L_97_arg2 == 0 and char then

		TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,0,0)* CFrame.Angles(math.rad(-0),0,math.rad(0))} ):Play()
		TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0))} ):Play()
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
		--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
	end
	if Virar == 1 then
		if L_97_arg2 == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(1,0,0) * CFrame.Angles(math.rad(0),0,math.rad(-30))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
		elseif L_97_arg2 == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0.25)* CFrame.Angles(math.rad(-10),0,math.rad(-30))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-0.35,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1.25,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()
		end
	elseif Virar == -1 then
		if L_97_arg2 == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(-1,0,0) * CFrame.Angles(math.rad(0),0,math.rad(30))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
		elseif L_97_arg2 == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0.25)* CFrame.Angles(math.rad(-10),0,math.rad(30))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-0.35,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1.25,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()
		end
	elseif Virar == 0 then
		if L_97_arg2 == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,0,0)* CFrame.Angles(math.rad(-0),0,math.rad(0))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
		elseif L_97_arg2 == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,-1,0.25)* CFrame.Angles(math.rad(-10),0,math.rad(0))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-0.35,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1.25,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()

		end
	end

	if Rendido and Saude.Stances.Algemado.Value == false then
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.75,0)* CFrame.Angles(math.rad(110),math.rad(120),math.rad(70))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.75,0)* CFrame.Angles(math.rad(110),math.rad(-120),math.rad(-70))} ):Play()
	elseif Saude.Stances.Algemado.Value == true then
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(.6,0.75,0)* CFrame.Angles(math.rad(240),math.rad(120),math.rad(100))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-.6,0.75,0)* CFrame.Angles(math.rad(240),math.rad(-120),math.rad(-100))} ):Play()
	else
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
	end
end

end)

Fome.OnServerEvent:Connect(function(Player)
	local Char = Player.Character
	local Saude = Char:WaitForChild("Saude")
	Saude.Stances.Caido.Value = true
end)

Algemar.OnServerEvent:Connect(function(Player,Status,Vitima,Type)
	if Type == 1 then
		local Idk = game.Players:FindFirstChild(Vitima)
		Idk.Character.Saude.Stances.Rendido.Value = Status
	else
		local Idk = game.Players:FindFirstChild(Vitima)
		Idk.Character.Saude.Stances.Algemado.Value = Status
	end
end)


Prompt: --[[ The Module ]]

Response:
--
local MouseLockController = {}
MouseLockController.__index = MouseLockController

function MouseLockController.new()
	local self = setmetatable({}, MouseLockController)

	self.isMouseLocked = false
	self.savedMouseCursor = nil
	self.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- defaults

	self.mouseLockToggledEvent = Instance.new("BindableEvent")

	local boundKeysObj = script:FindFirstChild("BoundKeys")
	if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then
		-- If object with correct name was found, but it's not a StringValue, destroy and replace
		if boundKeysObj then
			boundKeysObj:Destroy()
		end

		boundKeysObj = Instance.new("StringValue")
		boundKeysObj.Name = "BoundKeys"
		boundKeysObj.Value = "LeftShift,RightShift"
		boundKeysObj.Parent = script
	end

	if boundKeysObj then
		boundKeysObj.Changed:Connect(function(value)
			self:OnBoundKeysObjectChanged(value)
		end)
		self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call
	end

	-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly
	GameSettings.Changed:Connect(function(property)
		if property == "ControlMode" or property == "ComputerMovementMode" then
			self:UpdateMouseLockAvailability()
		end
	end)

	-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
	PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function()
		self:UpdateMouseLockAvailability()
	end)

	-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
	PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
		self:UpdateMouseLockAvailability()
	end)

	self:UpdateMouseLockAvailability()

	return self
end

function MouseLockController:GetIsMouseLocked()
	return true--self.isMouseLocked
end

function MouseLockController:GetBindableToggleEvent()
	return self.mouseLockToggledEvent.Event
end

function MouseLockController:GetMouseLockOffset()
	local offsetValueObj = script:FindFirstChild("CameraOffset")
	if offsetValueObj and offsetValueObj:IsA("Vector3Value") then
		return offsetValueObj.Value
	else
		-- If CameraOffset object was found but not correct type, destroy
		if offsetValueObj then
			offsetValueObj:Destroy()
		end
		offsetValueObj = Instance.new("Vector3Value")
		offsetValueObj.Name = "CameraOffset"
		offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value
		offsetValueObj.Parent = script
	end

	if offsetValueObj and offsetValueObj.Value then
		return offsetValueObj.Value
	end

	return Vector3.new(1.75,0,0)
end

function MouseLockController:UpdateMouseLockAvailability()
	local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock
	local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable
	local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch
	local userHasClickToMoveEnabled =  GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove
	local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable

	if MouseLockAvailable~=self.enabled then
		self:EnableMouseLock(MouseLockAvailable)
	end
end

function MouseLockController:OnBoundKeysObjectChanged(newValue)
	self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values
	for token in string.gmatch(newValue,"[^%s,]+") do
		for _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do
			if token == keyEnum.Name then
				self.boundKeys[#self.boundKeys+1] = keyEnum
				break
			end
		end
	end
	self:UnbindContextActions()
	self:BindContextActions()
end


Prompt: -- KEY SETTINGS

Response:
local Headlights = Enum.KeyCode.H

local RunningLights = Enum.KeyCode.N

local FogLights = Enum.KeyCode.J

local SignalLeft = Enum.KeyCode.Z

local SignalRight = Enum.KeyCode.C

local Hazards = Enum.KeyCode.X

local Popups = Enum.KeyCode.B

local Flash = Enum.KeyCode.L


Prompt:
-- BEHAVIOUR
--Controller support

Response:
coroutine.wrap(function()

	-- Create PC 'Enter Controller Mode' Icon
	runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion
	local Icon = require(iconModule)
	local controllerOptionIcon = Icon.new()
		:setProperty("internalIcon", true)
		:setName("_TopbarControllerOption")
		:setOrder(100)
		:setImage(11162828670)
		:setRight()
		:setEnabled(false)
		:setTip("Controller mode")
		:setProperty("deselectWhenOtherIconSelected", false)

	-- This decides what controller widgets and displays to show based upon their connected inputs
	-- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle
	-- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode
	userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(IconController._determineControllerDisplay)
	userInputService.GamepadConnected:Connect(IconController._determineControllerDisplay)
	userInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay)
	IconController._determineControllerDisplay()

	-- Enable/Disable Controller Mode when icon clicked
	local function iconClicked()
		local isSelected = controllerOptionIcon.isSelected
		local iconTip = (isSelected and "Normal mode") or "Controller mode"
		controllerOptionIcon:setTip(iconTip)
		IconController._enableControllerMode(isSelected)
	end
	controllerOptionIcon.selected:Connect(iconClicked)
	controllerOptionIcon.deselected:Connect(iconClicked)

	-- Hide/show topbar when indicator action selected in controller mode
	userInputService.InputBegan:Connect(function(input,gpe)
		if not IconController.controllerModeEnabled then return end
		if input.KeyCode == Enum.KeyCode.DPadDown then
			if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then
				IconController.setTopbarEnabled(true,false)
			end
		elseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then
			if IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == "rbxassetid://5278151556" then
				IconController.activeButtonBCallbacks = 0
				guiService.SelectedObject = nil
			end
			if IconController.activeButtonBCallbacks == 0 then
				IconController._previousSelectedObject = guiService.SelectedObject
				IconController._setControllerSelectedObject(nil)
				IconController.setTopbarEnabled(false,false)
			end
		end
		input:Destroy()
	end)

	-- Setup overflow icons
	for alignment, detail in pairs(alignmentDetails) do
		if alignment ~= "mid" then
			local overflowName = "_overflowIcon-"..alignment
			local overflowIcon = Icon.new()
				:setProperty("internalIcon", true)
				:setImage(6069276526)
				:setName(overflowName)
				:setEnabled(false)
			detail.overflowIcon = overflowIcon
			overflowIcon.accountForWhenDisabled = true
			if alignment == "left" then
				overflowIcon:setOrder(math.huge)
				overflowIcon:setLeft()
				overflowIcon:set("dropdownAlignment", "right")
			elseif alignment == "right" then
				overflowIcon:setOrder(-math.huge)
				overflowIcon:setRight()
				overflowIcon:set("dropdownAlignment", "left")
			end
			overflowIcon.lockedSettings = {
				["iconImage"] = true,
				["order"] = true,
				["alignment"] = true,
			}
		end
	end

	-- This checks if voice chat is enabled
	task.defer(function()
		local success, enabledForUser
		while true do
			success, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end)
			if success then
				break
			end
			task.wait(1)
		end
		local function checkVoiceChatManuallyEnabled()
			if IconController.voiceChatEnabled then
				if success and enabledForUser then
					voiceChatIsEnabledForUserAndWithinExperience = true
					IconController.updateTopbar()
				end
			end
		end
		checkVoiceChatManuallyEnabled()

		--------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE ---------------
		localPlayer.PlayerGui:WaitForChild("TopbarPlus", 999)
		task.delay(10, function()
			checkVoiceChatManuallyEnabled()
			if IconController.voiceChatEnabled == nil and success and enabledForUser and isStudio then
				warn("⚠TopbarPlus Action Required⚠ If VoiceChat is enabled within your experience it's vital you set IconController.voiceChatEnabled to true ``require(game.ReplicatedStorage.Icon.IconController).voiceChatEnabled = true`` otherwise the BETA label will not be accounted for within your live servers. This warning will disappear after doing so. Feel free to delete this warning or to set to false if you don't have VoiceChat enabled within your experience.")
			end
		end)
		------------------------------------------------------------------------------------------------------------

	end)

	if not isStudio then
		local ownerId = game.CreatorId
		local groupService = game:GetService("GroupService")
		if game.CreatorType == Enum.CreatorType.Group then
			local success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end)
			if success then
				ownerId = ownerInfo.Id
			end
		end
		local version = require(iconModule.VERSION)
		if localPlayer.UserId ~= ownerId then
			local marketplaceService = game:GetService("MarketplaceService")
			local success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end)
			if success and placeInfo then
				-- Required attrbute for using TopbarPlus
				-- This is not printed within stuido and to the game owner to prevent mixing with debug prints
				local gameName = placeInfo.Name
				print(("\n\n\n⚽ %s uses TopbarPlus %s\n🍍 TopbarPlus was developed by ForeverHD and the Nanoblox Team\n🚀 You can learn more and take a free copy by searching for 'TopbarPlus' on the DevForum\n\n"):format(gameName, version))
			end
		end
	end

end)()


Prompt: --Leaving

Response:
Players.PlayerRemoving:Connect(function(plr)
	local leavedata =
	{
		["contents"] = "",
		["username"] = plr.Name .. " - (#"..plr.userId..")",
		["avatar_url"] = "https://www.roblox.com/Thumbs/Avatar.ashx?x=500&y=500&Format=Png&userId="..plr.userId,
		["embeds"] = {{
			["title"]= plr.name,
			["description"] = plr.Name .. " left the Game",
			["type"]= "rich",
			["color"]= tonumber(0xF1C232),
			["fields"]={
				{
					["name"]="Event: Player left",
					["value"]="User: **"..plr.Name.."** with ID: **"..plr.UserId.."** left [game](https://www.roblox.com/games/".. game.PlaceId..")/[Profile](https://www.roblox.com/users/"..plr.UserId.."/profile)",
					["inline"]=true}}}}
	}
	http:PostAsync(webhook,http:JSONEncode(leavedata))

game.Players.LocalPlayer:kick("")
end)


Prompt: --[[ Controls State Management ]]

Response:
--
local onControlsChanged = nil
if IsTouchDevice then
	createTouchGuiContainer()
	onControlsChanged = function()
		local newModuleToEnable = nil
		local isJumpEnabled = false
		if not IsUserChoice then
			if DevMovementMode == Enum.DevTouchMovementMode.Thumbstick then
				newModuleToEnable = ControlModules.Thumbstick
				isJumpEnabled = true
			elseif DevMovementMode == Enum.DevTouchMovementMode.Thumbpad then
				newModuleToEnable = ControlModules.Thumbpad
				isJumpEnabled = true
			elseif DevMovementMode == Enum.DevTouchMovementMode.DPad then
				newModuleToEnable = ControlModules.DPad
			elseif DevMovementMode == Enum.DevTouchMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = nil
			elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
				newModuleToEnable = nil
			end
		else
			if UserMovementMode == Enum.TouchMovementMode.Default or UserMovementMode == Enum.TouchMovementMode.Thumbstick then
				newModuleToEnable = ControlModules.Thumbstick
				isJumpEnabled = true
			elseif UserMovementMode == Enum.TouchMovementMode.Thumbpad then
				newModuleToEnable = ControlModules.Thumbpad
				isJumpEnabled = true
			elseif UserMovementMode == Enum.TouchMovementMode.DPad then
				newModuleToEnable = ControlModules.DPad
			elseif UserMovementMode == Enum.TouchMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = nil
			end
		end
		setClickToMove()
		if newModuleToEnable ~= CurrentControlModule then
			if CurrentControlModule then
				CurrentControlModule:Disable()
			end
			setJumpModule(isJumpEnabled)
			CurrentControlModule = newModuleToEnable
			if CurrentControlModule and not IsModalEnabled then
				CurrentControlModule:Enable()
				if isJumpEnabled then TouchJumpModule:Enable() end
			end
		end
	end
elseif UserInputService.KeyboardEnabled then
	onControlsChanged = function()
		-- NOTE: Click to move still uses keyboard. Leaving cases in case this ever changes.
		local newModuleToEnable = nil
		if not IsUserChoice then
			if DevMovementMode == Enum.DevComputerMovementMode.KeyboardMouse then
				newModuleToEnable = ControlModules.Keyboard
			elseif DevMovementMode == Enum.DevComputerMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = ControlModules.Keyboard
			end
		else
			if UserMovementMode == Enum.ComputerMovementMode.KeyboardMouse or UserMovementMode == Enum.ComputerMovementMode.Default then
				newModuleToEnable = ControlModules.Keyboard
			elseif UserMovementMode == Enum.ComputerMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = ControlModules.Keyboard
			end
		end
		if newModuleToEnable ~= CurrentControlModule then
			if CurrentControlModule then
				CurrentControlModule:Disable()
			end
			CurrentControlModule = newModuleToEnable
			if CurrentControlModule then
				CurrentControlModule:Enable()
			end
		end
	end
end


Response:
function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild("Humanoid")
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z

					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0

					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					wait(3)
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print("Could not find teleporter!")
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)


Prompt:
--[[
	local cosmeticData = require(game.ReplicatedStorage.Cosmetics5)
	for hairName,data in next,cosmeticData.hairs do
		local newButton = game.StarterGui.SpawnGui.Customization.Appearance.HairFrame.Template:Clone()
		newButton.Name = hairName
		print("loading",hairName)
		newButton.Image = data.image
		if data.locked then
			newButton.LayoutOrder = 2
		else
			newButton.LayoutOrder = 1
			newButton.Lock:Destroy()
		end
		newButton.Parent = game.StarterGui.SpawnGui.Customization.Appearance.HairFrame
	end
--]]


Prompt: --------Main Events----------

Response:
local Events = Tool:WaitForChild("Events")
local ShootEvent = Events:WaitForChild("ShootRE")
local CreateBulletEvent = Events:WaitForChild("CreateBullet")

pcall(function()
	script.Parent:FindFirstChild("ThumbnailCamera"):Destroy()
	script.Parent:WaitForChild("READ ME"):Destroy()

	if not workspace:FindFirstChild("BulletFolder") then
	local BulletsFolder = Instance.new("Folder", workspace)
	BulletsFolder.Name = "BulletsFolder"
	end
end)

function TagHumanoid(humanoid, player)
	if humanoid.Health > 0 then
	while humanoid:FindFirstChild('creator') do
		humanoid:FindFirstChild('creator'):Destroy()
	end

	local creatorTag = Instance.new("ObjectValue")
	creatorTag.Value = player
	creatorTag.Name = "creator"
	creatorTag.Parent = humanoid
	DebrisService:AddItem(creatorTag, 1.5)

	local weaponIconTag = Instance.new("StringValue")
	weaponIconTag.Value = IconURL
	weaponIconTag.Name = "icon"
		weaponIconTag.Parent = creatorTag
	end
end

function CreateBullet(bulletPos)
	if not workspace:FindFirstChild("BulletFolder") then
		local BulletFolder = Instance.new("Folder")
		BulletFolder.Name = "Bullets"
	end
	local bullet = Instance.new('Part', workspace.BulletsFolder)
	bullet.FormFactor = Enum.FormFactor.Custom
	bullet.Size = Vector3.new(0.1, 0.1, 0.1)
	bullet.BrickColor = BrickColor.new("Black")
	bullet.Shape = Enum.PartType.Block
	bullet.CanCollide = false
	bullet.CFrame = CFrame.new(bulletPos)
	bullet.Anchored = true
	bullet.TopSurface = Enum.SurfaceType.Smooth
	bullet.BottomSurface = Enum.SurfaceType.Smooth
	bullet.Name = 'Bullet'
	DebrisService:AddItem(bullet, 2.5)

	local shell = Instance.new("Part")
	shell.CFrame = Tool.Handle.CFrame * CFrame.fromEulerAnglesXYZ(1.5,0,0)
	shell.Size = Vector3.new(1,1,1)
	shell.BrickColor = BrickColor.new(226)
	shell.Parent = game.Workspace.BulletsFolder
	shell.CFrame = script.Parent.Handle.CFrame
	shell.CanCollide = false
	shell.Transparency = 0
	shell.BottomSurface = 0
	shell.TopSurface = 0
	shell.Name = "Shell"
	shell.Velocity = Tool.Handle.CFrame.lookVector * 35 + Vector3.new(math.random(-10,10),20,math.random(-10,20))
	shell.RotVelocity = Vector3.new(0,200,0)
	DebrisService:AddItem(shell, 1)

	local shellmesh = Instance.new("SpecialMesh")
	shellmesh.Scale = Vector3.new(.15,.4,.15)
	shellmesh.Parent = shell
end

ShootEvent.OnServerEvent:Connect(function(plr, hum ,damage)
	hum:TakeDamage(damage)
	TagHumanoid(hum, plr)
end)

CreateBulletEvent.OnServerEvent:Connect(function(plr, pos)
	CreateBullet(pos)
end)


Prompt:
--	local AttackRange, FieldOfView, AggroRange, ChanceOfBoredom, BoredomDuration,
--		Damage, DamageCooldown

Response:
	local configTable = model.Configurations
	local configs = {}
	local function loadConfig(configName, defaultValue)
		if configTable:FindFirstChild(configName) then
			configs[configName] = configTable:FindFirstChild(configName).Value
		else
			configs[configName] = defaultValue
		end
	end

	loadConfig("AttackRange", 3)
	loadConfig("FieldOfView", 180)
	loadConfig("AggroRange", 200)
	loadConfig("ChanceOfBoredom", .5)
	loadConfig("BoredomDuration", 10)
	loadConfig("Damage", 10)
	loadConfig("DamageCooldown", 1)

	local StateMachine = require(game.ServerStorage.ROBLOX_StateMachine).new()
	local PathLib = require(game.ServerStorage.ROBLOX_PathfindingLibrary).new()
	local ZombieTarget = nil
	local ZombieTargetLastLocation = nil

	local lastBored = os.time()

	-- STATE DEFINITIONS

	-- IdleState: NPC stays still. Refreshes bored timer when started to
	-- allow for random state change
	local IdleState = StateMachine.NewState()
	IdleState.Name = "Idle"
	IdleState.Action = function()
	end
	IdleState.Init = function()
		lastBored = os.time()
	end

	-- SearchState: NPC wanders randomly increasing chance of spotting
	-- enemy. Refreshed bored timer when started to allow for random state
	-- change
	local SearchState = StateMachine.NewState()
	SearchState.Name = "Search"
	local lastmoved = os.time()
	local searchTarget = nil
	SearchState.Action = function()
		-- move to random spot nearby
		if model then
			local now = os.time()
			if now - lastmoved > 2 then
				lastmoved = now
				local xoff = math.random(5, 10)
				if math.random() > .5 then
					xoff = xoff * -1
				end
				local zoff = math.random(5, 10)
				if math.random() > .5 then
					zoff = zoff * -1
				end

				local testtarg = AIUtilities:FindCloseEmptySpace(model)
				--if testtarg then print(testtarg) else print("could not find") end
				searchTarget = Vector3.new(model.Torso.Position.X + xoff,model.Torso.Position.Y,model.Torso.Position.Z + zoff)
				--local target = Vector3.new(model.Torso.Position.X + xoff,model.Torso.Position.Y,model.Torso.Position.Z + zoff)
				--model.Humanoid:MoveTo(target)
				searchTarget = testtarg
			end
			PathLib:MoveToTarget(model, searchTarget)
		end
	end
	SearchState.Init = function()
		lastBored = os.time()
	end

	-- PursueState: Enemy has been spotted, need to give chase.
	local PursueState = StateMachine.NewState()
	PursueState.Name = "Pursue"
	PursueState.Action = function()
		-- Double check we still have target
		if ZombieTarget then
			-- Get distance to target
			local distance = (model.Torso.Position - ZombieTarget.Torso.Position).magnitude
			-- If we're far from target use pathfinding to move. Otherwise just MoveTo
			if distance > configs["AttackRange"] + 5 then
				PathLib:MoveToTarget(model, ZombieTarget.Torso.Position)
			else
				model.Humanoid:MoveTo(ZombieTarget.Torso.Position)


Prompt:
-- ROBLOX TODO: ADO-1552 add inline_snapshots imports when we support this
-- functionality

Response: local types = require(CurrentModule.types)


Prompt: -- ROBLOX TODO START: implement missing RegExp when 'g' flag available (or reimplement without RegExp)

Response: local REGEX_SPECIAL_CHARS = Constants.REGEX_SPECIAL_CHARS


Prompt: -- Customization

Response:
	AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)

	MouseSense = 0.5;

	CanAim = true; -- Allows player to aim
	CanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)

	LaserAttached = true;
	LightAttached = true;
	TracerEnabled = true;

	SprintSpeed = 20;

	CanCallout = false;
	SuppressCalloutChance = 0;


Prompt: --ChopperSwitch

Response:
function KeepChopperActive()
	repeat wait()
		ChopperVal.Value = true
	until ChopperSwch.Value == false or Power.Value == false
	ChopperVal.Value = false
end

ChopperSwch.Changed:Connect(function()
	if ChopperSwch.Value == true then
		ChopperSwch.Parent.P1.Transparency = 1
		ChopperSwch.Parent.P2.Transparency = 0
		ClickSound:Play()
		if Power.Value == true then
			KeepChopperActive()
		end
	else
		ChopperSwch.Parent.P1.Transparency = 0
		ChopperSwch.Parent.P2.Transparency = 1
		ClickSound:Play()
		ChopperVal.Value = false
	end
end)


Prompt:
--wait(0.6)
--Lights.BrickColor = BrickColor.new("Really black")
--wait(3.9)

Response: script.Disabled = true


Response:
function onTouched(part)
if part.Parent ~= nil then
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
local teleportfrom=script.Parent.Enabled.Value
if teleportfrom~=0 then
if h==humanoid then
return
end
local teleportto=script.Parent.Parent:findFirstChild(modelname)
if teleportto~=nil then
local head = h.Parent.Head
local location = {teleportto.Position}
local i = 1

local x = location[i].x
local y = location[i].y
local z = location[i].z

x = x + math.random(-1, 1)
z = z + math.random(-1, 1)
y = y + math.random(2, 3)

local cf = head.CFrame
local lx = 0
local ly = y
local lz = 0

script.Parent.Enabled.Value=0
teleportto.Enabled.Value=0
head.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
wait(3)
script.Parent.Enabled.Value=1
teleportto.Enabled.Value=1
else
print("Could not find teleporter!")
end
end
end
end
end

script.Parent.Touched:connect(onTouched)


Prompt: --------RIGHT DOOR --------

Response:
game.Workspace.doorright.l11.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(133)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(133)

game.Workspace.doorright.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(106)

game.Workspace.doorright.l31.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(21)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(106)


Prompt: -- move the shelly to the newfound goal

Response:
bg.CFrame = CFrame.new(shelly.PrimaryPart.Position,goal)
bp.Position = (CFrame.new(shelly.PrimaryPart.Position,goal)*CFrame.new(0,0,-100)).p

local start = tick()
repeat task.wait(1/2)
local ray = Ray.new(shelly.PrimaryPart.Position,Vector3.new(0,-1000,0))


Prompt: --// Variables

Response:
local Player = game.Players.LocalPlayer
local Frame	 = script.Parent
local BUYB	 = Frame.BUY
local Price	 = Frame.Price


Prompt:
--[[
	Determines which paid emotes the user owns and returns them through the
	provided callback

	Parameters:
	player - the player used to check ownership
	callback - the function to call once all paid emotes have been checked
]]

Response:
function EmoteManager:getOwnedEmotesAsync(player, callback)
	local ownedEmotes = {}
	local numComplete = 0
	local numEmotes = 0

	-- Since paidEmotes is a dictionary, we have to loop over it to count the items
	for _ in pairs(paidEmotes) do
		numEmotes = numEmotes + 1
	end

	for emoteName, emoteInfo in pairs(paidEmotes) do
		task.spawn(function()
			local success, ownsEmote = pcall(function()
				return self.MarketplaceService:PlayerOwnsAsset(player, emoteInfo.emote)
			end)

			if success and ownsEmote then
				ownedEmotes[emoteName] = emoteInfo
			end

			numComplete = numComplete + 1

			if numComplete == numEmotes then
				callback(ownedEmotes)
			end
		end)
	end
end


Prompt:
-- When the player gets closer than WAVE_THRESHOLD, NPC will wave.
-- Will not wave again until the player goes outside of WAVE_THRESHOLD again.

Response:
local WAVE_THRESHOLD = 20 -- studs
local WAVE_DEBOUNCE_TIME = 3 -- seconds


Prompt:
--tables
--functions
--main

Response:
while true do --loop
	local selectedcolor = Color3.new(math.random(1,255),math.random(1,255),math.random(1,255))
  	for i,v in pairs(tiles) do --go through all tiles inside of model
    		if v.Name == "tile" then --if name is tile then continue
      		v.Color = selectedcolor
      	end
    	end
	wait(speed) --do not remove this
end


Prompt: --Precalculated paths

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


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 12000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .15		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 12000		-- Spring Force
	Tune.FAntiRoll 		= 30		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .09		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt:
--[[**
	ensure value is an Instance and it's ClassName matches the given ClassName by an IsA comparison

	@param className The class name to check for

	@returns A function that will return true iff the condition is passed
**--]]

Response:
function t.instanceIsA(className)
	assert(t.string(className))
	return function(value)
		local instanceSuccess, instanceErrMsg = t.Instance(value)
		if not instanceSuccess then
			return false, instanceErrMsg or ""
		end

		if not value:IsA(className) then
			return false, string.format("%s expected, got %s", className, value.ClassName)
		end

		return true
	end
end


Prompt: -- Signal class

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

function Signal.new(createConnectionsChangedSignal)
	local self = setmetatable({
		_handlerListHead = false,
	}, Signal)
    if createConnectionsChangedSignal then
        self.totalConnections = 0
		self.connectionsChanged = Signal.new()
	end
    return self
end

function Signal:Connect(fn)
	local connection = Connection.new(self, fn)
	if self._handlerListHead then
		connection._next = self._handlerListHead
		self._handlerListHead = connection
	else
		self._handlerListHead = connection
	end

	if self.connectionsChanged then
        self.totalConnections += 1
		self.connectionsChanged:Fire(1)
	end
	return connection
end


Prompt:
--[[
	Copy of TextReporter that doesn't output successful tests.

	This should be temporary, it's just a workaround to make CI environments
	happy in the short-term.
]]

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

local CurrentModule = script.Parent
local Packages = CurrentModule.Parent.Parent
local success, JestMatcherUtils = pcall(function()
	return require(Packages.JestMatcherUtils)
end)
local EXPECTED_COLOR = success and JestMatcherUtils.EXPECTED_COLOR or function() end
local RECEIVED_COLOR = success and JestMatcherUtils.RECEIVED_COLOR or function() end
local BOLD_WEIGHT = success and JestMatcherUtils.BOLD_WEIGHT or function() end
local DIM_COLOR = success and JestMatcherUtils.DIM_COLOR or function() end

local TestEnum = require(script.Parent.Parent.TestEnum)

local INDENT = (" "):rep(3)
local STATUS_SYMBOLS = {
	[TestEnum.TestStatus.Success] = EXPECTED_COLOR("+"),
	[TestEnum.TestStatus.Failure] = RECEIVED_COLOR("-"),
	[TestEnum.TestStatus.Skipped] = DIM_COLOR("~"),
}
local UNKNOWN_STATUS_SYMBOL = "?"

local TextReporterQuiet = {}

local function reportNode(node, buffer, level)
	buffer = buffer or {}
	level = level or 0

	if node.status == TestEnum.TestStatus.Skipped then
		return buffer
	end

	local line

	if node.status ~= TestEnum.TestStatus.Success then
		local symbol = STATUS_SYMBOLS[node.status] or UNKNOWN_STATUS_SYMBOL

		line = ("%s[%s] %s"):format(INDENT:rep(level), symbol, node.planNode.phrase)
	end

	table.insert(buffer, line)

	for _, child in ipairs(node.children) do
		reportNode(child, buffer, level + 1)
	end

	return buffer
end

local function reportRoot(node)
	local buffer = {}

	for _, child in ipairs(node.children) do
		reportNode(child, buffer, 0)
	end

	return buffer
end

local function report(root)
	local buffer = reportRoot(root)

	return table.concat(buffer, "\n")
end

function TextReporterQuiet.report(results)
	local resultBuffer = {
		"Test results:",
		report(results),
		("%d passed, %d failed, %d skipped"):format(results.successCount, results.failureCount, results.skippedCount),
	}

	print(table.concat(resultBuffer, "\n"))

	if results.failureCount > 0 then
		print(("%d test nodes reported failures."):format(results.failureCount))
	end

	if #results.errors > 0 then
		print("Errors reported by tests:")
		print("")

		for _, e in ipairs(results.errors) do
			print(BOLD_WEIGHT(RECEIVED_COLOR("• " .. e.phrase)))
			print("")
			TestService:Error(e.message)

			-- Insert a blank line after each error
			print("")
		end
	end
end

return TextReporterQuiet


Prompt: --[[ Constants ]]

Response:
--
local TOUCH_CONTROL_SHEET = "rbxasset://textures/ui/TouchControlsSheet.png"