Prompt: --use this to determine if you want this human to be harmed or not, returns boolean

Response:
function checkTeams(otherHuman)
	return not (sameTeam(otherHuman) and not FriendlyFire)
end

function onHandleTouched(part)
	if not AttackDamaging then return end
	if part:IsDescendantOf(Tool.Parent) then return end

	if part.Parent and part.Parent:FindFirstChild("Humanoid") then
		local human = part.Parent.Humanoid
		if checkTeams(human) and not contains(AttackVictims, human) then
			tagHuman(human)
			table.insert(AttackVictims, human)
			human:TakeDamage(AttackDamage)
		end
	end
end

function onProjectileTouched(part)
	if part:IsDescendantOf(Tool.Parent) then return end

	if part.Parent and part.Parent:FindFirstChild("Humanoid") then
		local human = part.Parent.Humanoid
		if checkTeams(human) and not contains(AttackProjectileVictims, human) then
			tagHuman(human)
			table.insert(AttackProjectileVictims, human)
			human:TakeDamage(AttackDamage)
		end
	end
end

function onLeftHold()
	Remote:FireClient(getPlayer(), "PlayAnimation", "Swing2")

	delay(0.1, function()
		Handle.Swing.Pitch = 0.8
		Handle.Swing:Play()
		delay(0.4, function()
			Handle.Swing.Pitch = 1
			Handle.Swing:Play()
			delay(0.3, function()
				Handle.Swing.Pitch = 1.2
				Handle.Swing:Play()
				Handle.Shot.Pitch = math.random(90, 110)/100
				Handle.Shot:Play()
			end)
		end)
	end)

	wait(0.8)

	local root = Tool.Parent:FindFirstChild("HumanoidRootPart")
	if root then
		local slash = Instance.new("Part")
		slash.CanCollide = false
		slash.FormFactor = "Custom"
		slash.TopSurface = "Smooth"
		slash.BottomSurface = "Smooth"
		slash.BrickColor = BrickColor.new("Lime green")
		slash.Size = Vector3.new(3, 0.2, 3)
		slash.CFrame = root.CFrame * CFrame.new(0, 0, -3) * CFrame.Angles(0, 0, math.pi/2)

		Instance.new("CylinderMesh", slash)

		local bv = Instance.new("BodyVelocity")
		bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
		bv.velocity = root.CFrame.lookVector * AttackProjectileSpeed
		bv.Parent = slash

		local spark = Instance.new("Fire")
		spark.Color = slash.BrickColor.Color
		spark.SecondaryColor = spark.Color
		spark.Parent = slash

		local light = Instance.new("PointLight")
		light.Range = 16
		light.Color = slash.BrickColor.Color
		light.Parent = slash

		slash.Parent = workspace
		game:GetService("Debris"):AddItem(slash, 5)

		AttackProjectileVictims = {}
		local c = slash.Touched:connect(onProjectileTouched)

		wait(0.5)
		slash.Anchored = true
		slash.Transparency = 1
		c:disconnect()
		spark.Enabled = false
		light:Destroy()
	end
end

function onLeftDown()
	if not AttackAble then return end
	AttackAble = false

	Remote:FireClient(getPlayer(), "PlayAnimation", "Swing1")

	delay(0.2, function()
		Handle.Swing.Pitch = math.random(90, 110)/100
		Handle.Swing:Play()
	end)

	delay(AttackWindupTime, function()
		AttackVictims = {}
		AttackDamaging = true
		delay(AttackWindow, function()
			AttackDamaging = false
		end)
	end)

	LeftDown = true
	local t = 0
	while LeftDown do
		t = t + Heartbeat:wait()
		if t > AttackHoldTime then
			onLeftHold()
			break
		end
	end

	delay(AttackRestTime, function()
		AttackAble = true
	end)
end

function onLeftUp()
	LeftDown = false
end

function onRemote(player, func, ...)
	if player ~= getPlayer() then return end

	if func == "LeftDown" then
		onLeftDown(...)
	elseif func == "LeftUp" then
		onLeftUp(...)
	end
end

Remote.OnServerEvent:connect(onRemote)
Handle.Touched:connect(onHandleTouched)


Prompt: -- functions

Response:
function stopAllAnimations()
    local oldAnim = currentAnim

    -- return to idle if finishing an emote
    if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
        oldAnim = "idle"
    end

    currentAnim = ""
    currentAnimInstance = nil
    if (currentAnimKeyframeHandler ~= nil) then
        currentAnimKeyframeHandler:disconnect()
    end

    if (currentAnimTrack ~= nil) then
        currentAnimTrack:Stop()
        currentAnimTrack:Destroy()
        currentAnimTrack = nil
    end
    return oldAnim
end

function setAnimationSpeed(speed)
    if speed ~= currentAnimSpeed then
        currentAnimSpeed = speed
        currentAnimTrack:AdjustSpeed(currentAnimSpeed)
    end
end

function keyFrameReachedFunc(frameName)
    if (frameName == "End") then

        local repeatAnim = currentAnim
        -- return to idle if finishing an emote
        if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
            repeatAnim = "idle"
        end

        local animSpeed = currentAnimSpeed
        playAnimation(repeatAnim, 0.0, Humanoid)
        setAnimationSpeed(animSpeed)
    end
end


Prompt: -- Remade by Truenus

Response:
wait(0.05)
local car = script.Parent.Parent.Car.Value
local GBrake = script.Parent.Parent.Values.Brake
function on()
		car.Body.Lights.RN.BrickColor=BrickColor.New("Maroon")
		car.Body.Lights.RN.Material=Enum.Material.Neon
		car.Body.Lights.Light.Material=Enum.Material.Neon
		car.Body.Lights.Light.Light.Enabled = true
		car.Body.Lights.Light.BrickColor=BrickColor.New("Institutional white")
		car.Body.Lights.RN.Light.Enabled = true
function off()
	car.Body.Lights.Light.BrickColor=BrickColor.New("Dark stone grey")
		car.Body.Lights.RN.Material=Enum.Material.SmoothPlastic
		car.Body.Lights.RN.BrickColor=BrickColor.New("Crimson")
		car.Body.Lights.Light.Light.Enabled = false
		car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic
		car.Body.Lights.RN.Light.Enabled = false
		for i,v in pairs(car.Body.Lights:GetChildren()) do
			if v.Name == "Light2" then
				v.Material=Enum.Material.SmoothPlastic
				v.Light.Enabled = false
			end
		end
end
end
function on2()
	for i,v in pairs(car.Body.Lights:GetChildren()) do
		if v.Name == "Light2" then
			v.Material=Enum.Material.Neon
			v.Light.Enabled = true
			for i,v in pairs(car.Body.Lights:GetChildren()) do
				if v.Name == "Light" then
					v.BrickColor=BrickColor.new("Dark stone grey")
					v.Material = Enum.Material.SmoothPlastic
					v.Light.Enabled = false
				end
			end
		end
	end
end
function auto()
	if (game.Lighting:GetMinutesAfterMidnight()<0 or game.Lighting:GetMinutesAfterMidnight()>0) then
		car.Body.Lights.Light.Material=Enum.Material.Neon
		car.Body.Lights.Light.Light.Enabled = true
		car.Body.Lights.RN.BrickColor=BrickColor.New("Bright red")
		car.Body.Lights.RN.Light.Enabled = true
	else
		car.Body.Lights.RN.Light.Enabled = false
		car.Body.Lights.RN.Material=Enum.Material.SmoothPlastic
		car.Body.Lights.RN.BrickColor=BrickColor.New("Maroon")
		car.Body.Lights.Light.Light.Enabled = false
		car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic
	end
end

script.Parent.MouseButton1Click:connect(function()
	if script.Parent.Text == "Lights: Auto" then
		on()
		script.Parent.Text = "Lights: On (1)"
	elseif script.parent.Text == "Lights: On (1)" then
		on2()
		script.Parent.Text = "Lights: On (2)"
	elseif script.Parent.Text == "Lights: On (2)" then
		off()
		script.Parent.Text = "Lights: Off"
	elseif script.parent.Text == "Lights: Off" then
		auto()
		script.Parent.Text = "Lights: Auto"
	end
end)

script.Parent.Parent.Values.Brake.Changed:connect(function()
	for i,v in pairs(car.Body.Lights:GetChildren()) do
		if v.Name=="R" then
			if v.Light.Enabled then
				if GBrake.Value>0 then
					v.Transparency=0
					v.Light.Brightness=12
					v.Light.Range=15
				else
					v.Transparency=.3
					v.Light.Brightness=8
					v.Light.Range=10
				end
			else
				v.Transparency=0
				if GBrake.Value>0 then
					v.BrickColor=BrickColor.new("Really red")
					v.Material=Enum.Material.Neon
				else
					v.BrickColor=BrickColor.new("Black")
					v.Material=Enum.Material.SmoothPlastic
				end
			end
		elseif v.Name=="RR" then
			if GBrake.Value>0 then
				v.Material=Enum.Material.Neon
				if v.Light.Enabled then
					v.Transparency = 1
				else
					v.Transparency = 0
				end
			else
				v.Transparency = 1
				if v.Light.Enabled then
					v.Material=Enum.Material.Neon
				else
					v.Material=Enum.Material.SmoothPlastic
				end
			end
		end
	end
end)

game.Lighting.Changed:connect(auto)
auto()


Prompt: -- Handle remote functions/events

Response:
function runStarting(player)
	if player.Character then
		if player.Character:FindFirstChild("FastStartScript") then
			player.Character.FastStartScript.Disabled = false
		end
	end
end
game.ReplicatedStorage.RemoteEvents.RunStarting.OnServerEvent:connect(runStarting)

local behaviourModules = {}

coroutine.wrap(function()
	for _, behaviourScript in ipairs(script.Behaviours:GetChildren()) do
		local success, errMessage = pcall(function()
			behaviourModules[behaviourScript.Name] = require(behaviourScript)
		end)
		if not success then
			warn("Failed to load module" ..behaviourScript.Name.. ".\n" ..errMessage)
		end
	end
end)()

function executeBehaviour(player, character, brickTouched, behaviourName)
	if behaviourModules[behaviourName] ~= nil then
		behaviourModules[behaviourName]:ExecuteBehaviour(brickTouched, character)
	end
end
game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour.OnServerEvent:connect(executeBehaviour)


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 ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
	return (not ClassInformationTable:GetClassFolder(player,"Brawler").Obtained.Value)
end


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

Response:
settings.PianoSoundRange = 85

settings.KeyAesthetics = true

settings.PianoSounds = {
		"683394510",
		"683394596",
		"683394650",
		"683394707",
		"683394742",
		"683394782"
}


Prompt:
--Key Function
--if(string.byte(key) == --BYTE--) then

Response:
function onKeyDown(key,mo)
	print(key)
	if (key~=nil) then
		key = key:lower()
		local vehicle = findPlane(game:GetService("Players").LocalPlayer)
		if (vehicle==nil) then return end
		plane = vehicle.Parts
		local engine = vehicle.Parts.Engine
		--STOP THAT SONG IN MY HEAD!!!! WHAAA!!


Prompt:
--[[
	Server Module
--]]

Response:
local Settings = { --, not ; ? | server module!!
	 BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961'
	,Damage = {30, 39}
	,OneHanded = false --DONT USE YET
	,FakeArms = true
    ,FakeArmTransparency = 0
    ,RightPos = CFrame.new(-1,0.7,0.45) * CFrame.Angles(math.rad(-90), 0, 0)
	,LeftPos = CFrame.new(0.8,0.8,0.3) * CFrame.Angles(math.rad(-90), math.rad(45), 0)
}

return Settings


Prompt: -- // WHILE LOOP

Response:
while true do
	local Sprinting = Shadow:GetAttribute("Sprinting")
	if Sprinting == false then
		Debounce = false
		SprintAnim:Stop()
	elseif Sprinting == true then
		if not Debounce then
			Debounce = true
			SprintAnim:Play()
		end
	end
	task.wait()
end


Response:
	,Distance = 10000
	,BDrop = .25
	,BSpeed = 2200

	,SuppressMaxDistance = 25	--- Studs
	,SuppressTime = 10			--- Seconds

	,BulletWhiz = true
	,BWEmitter = 25
	,BWMaxDistance = 200

	,BulletFlare = false
	,BulletFlareColor = Color3.fromRGB(255,255,255)

	,Tracer = true
	,TracerColor = Color3.fromRGB(255,255,255)
	,TracerLightEmission = 1
	,TracerLightInfluence = 0
	,TracerLifeTime = .2
	,TracerWidth = .1
	,RandomTracer = false
	,TracerEveryXShots = 0
	,TracerChance = 100

	,BulletLight = false
	,BulletLightBrightness = 1
	,BulletLightColor = Color3.fromRGB(255,255,255)
	,BulletLightRange = 10

	,ExplosiveHit = false
	,ExPressure = 500
	,ExpRadius = 25
	,DestroyJointRadiusPercent = 0	--- Between 0 & 1
	,ExplosionDamage = 100

	,LauncherDamage = {20,40}
	,LauncherRadius = 25
	,LauncherPressure = 500
	,LauncherDestroyJointRadiusPercent = 0


Prompt: --// Ammo Settings

Response:
	Ammo = 33;
	StoredAmmo = 20;
	MagCount = math.huge; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = 3;


Prompt:
--[[

	CameraShakePresets.Bump
	CameraShakePresets.Explosion
	CameraShakePresets.Earthquake
	CameraShakePresets.BadTrip
	CameraShakePresets.HandheldCamera
	CameraShakePresets.Vibration
	CameraShakePresets.RoughDriving

--]]

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

local CameraShakePresets = {

	-- A high-magnitude, short, yet smooth shake.
	-- Should happen once.
	Bump = function()
		local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
		c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
		c.RotationInfluence = Vector3.new(1, 1, 1)
		return c
	end;

	BigBump = function()
		local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
		c.PositionInfluence = Vector3.new(0.8, 0.8, 0.8)
		c.RotationInfluence = Vector3.new(1, 1, 1)
		return c
	end;

	SmallBump = function()
		local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
		c.PositionInfluence = Vector3.new(0.01, 0.01, 0.01)
		c.RotationInfluence = Vector3.new(.5, .5, .5)
		return c
	end;

	-- An intense and rough shake.
	-- Should happen once.
	Explosion = function()
		local c = CameraShakeInstance.new(5, 10, 0, 1.5)
		c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
		c.RotationInfluence = Vector3.new(4, 1, 1)
		return c
	end;

	BumpRemaked = function()
		local c = CameraShakeInstance.new(2, 5, 0, 1)
		c.PositionInfluence = Vector3.new(0.2, 0.2, 0.2)
		c.RotationInfluence = Vector3.new(3, 1, 1)
		return c
	end;

	BigExplosion = function()
		local c = CameraShakeInstance.new(20, 40, 0, 2)
		c.PositionInfluence = Vector3.new(0.55, 0.55, 0.55)
		c.RotationInfluence = Vector3.new(5, 2, 2)
		return c
	end;

	ReallyBigExplosion = function()
		local c = CameraShakeInstance.new(30, 50, 0, 1.5)
		c.PositionInfluence = Vector3.new(1, 1, 1)
		c.RotationInfluence = Vector3.new(5, 2, 2)
		return c
	end;

	SmallExplosion = function()
		local c = CameraShakeInstance.new(5, 10, 0, 1.5)
		c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
		c.RotationInfluence = Vector3.new(4, 1, 1)
		return c
	end;

	ExplosionNormal = function()
		local c = CameraShakeInstance.new(5, 10, 0, 1.5)
		c.PositionInfluence = Vector3.new(3,3,3)
		c.RotationInfluence = Vector3.new(4, 1, 1)
		return c
	end;
	-- A continuous, rough shake
	-- Sustained.
	Earthquake = function()
		local c = CameraShakeInstance.new(0.6, 3.5, 2, 10)
		c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
		c.RotationInfluence = Vector3.new(1, 1, 4)
		return c
	end;

	-- A bizarre shake with a very high magnitude and low roughness.
	-- Sustained.
	BadTrip = function()
		local c = CameraShakeInstance.new(10, 0.15, 5, 10)
		c.PositionInfluence = Vector3.new(0, 0, 0.15)
		c.RotationInfluence = Vector3.new(2, 1, 4)
		return c
	end;

	-- A subtle, slow shake.
	-- Sustained.
	HandheldCamera = function()
		local c = CameraShakeInstance.new(1, 0.25, 5, 10)
		c.PositionInfluence = Vector3.new(0, 0, 0)
		c.RotationInfluence = Vector3.new(1, 0.5, 0.5)
		return c
	end;

	-- A very rough, yet low magnitude shake.
	-- Sustained.
	Vibration = function()
		local c = CameraShakeInstance.new(0.4, 20, 2, 2)
		c.PositionInfluence = Vector3.new(0, 0.15, 0)
		c.RotationInfluence = Vector3.new(1.25, 0, 4)
		return c
	end;

	-- A slightly rough, medium magnitude shake.
	-- Sustained.
	RoughDriving = function()
		local c = CameraShakeInstance.new(1, 2, 1, 1)
		c.PositionInfluence = Vector3.new(0, 0, 0)
		c.RotationInfluence = Vector3.new(1, 1, 1)
		return c
	end;

}

return setmetatable({}, {
	__index = function(t, i)
		local f = CameraShakePresets[i]
		if (type(f) == "function") then
			return f()
		end
		error("No preset found with index \"" .. i .. "\"")
	end;
})


Prompt:
--[[*
 * Fast paths for creating regular expressions for common glob patterns.
 * This can significantly speed up processing and has very little downside
 * impact when none of the fast paths match.
 ]]

Response:
parse.fastpaths = function(input: string, options: Object?)
	local opts = Object.assign({}, options)
	local max = if typeof(opts.maxLength) == "number" then math.min(MAX_LENGTH, opts.maxLength) else MAX_LENGTH
	local len = #input
	if len > max then
		error(
			Error.new(
				("SyntaxError: Input length: %s, exceeds maximum allowed length: %s"):format(
					tostring(len),
					tostring(max)
				)
			)
		)
	end

	input = Boolean.toJSBoolean(REPLACEMENTS[input]) and REPLACEMENTS[input] or input
	local win32 = utils.isWindows(options)

	-- create constants based on platform, for windows or posix

	local ref = constants.globChars(win32)
	local DOT_LITERAL, SLASH_LITERAL, ONE_CHAR, DOTS_SLASH, NO_DOT, NO_DOTS, NO_DOTS_SLASH, STAR, START_ANCHOR =
		ref.DOT_LITERAL,
		ref.SLASH_LITERAL,
		ref.ONE_CHAR,
		ref.DOTS_SLASH,
		ref.NO_DOT,
		ref.NO_DOTS,
		ref.NO_DOTS_SLASH,
		ref.STAR,
		ref.START_ANCHOR

	local nodot = if Boolean.toJSBoolean(opts.dot) then NO_DOTS else NO_DOT
	local slashDot = if Boolean.toJSBoolean(opts.dot) then NO_DOTS_SLASH else NO_DOT
	local capture = if Boolean.toJSBoolean(opts.capture) then "" else "?:"
	local state = { negated = false, prefix = "" }
	local star = if opts.bash == true then ".*?" else STAR

	if Boolean.toJSBoolean(opts.capture) then
		star = ("(%s)"):format(star)
	end

	local function globstar(opts)
		if opts.noglobstar == true then
			return star
		end
		return ("(%s(?:(?!%s%s).)*?)"):format(
			capture,
			START_ANCHOR,
			if Boolean.toJSBoolean(opts.dot) then DOTS_SLASH else DOT_LITERAL
		)
	end

	local function create(str): string?
		if str == "*" then
			return ("%s%s%s"):format(nodot, ONE_CHAR, star)
		elseif str == ".*" then
			return ("%s%s%s"):format(DOT_LITERAL, ONE_CHAR, star)
		elseif str == "*.*" then
			return ("%s%s%s%s%s"):format(nodot, star, DOT_LITERAL, ONE_CHAR, star)
		elseif str == "*/*" then
			return ("%s%s%s%s%s%s"):format(nodot, star, SLASH_LITERAL, ONE_CHAR, slashDot, star)
		elseif str == "**" then
			return nodot .. globstar(opts)
		elseif str == "**/*" then
			return ("(?:%s%s%s)?%s%s%s"):format(nodot, globstar(opts), SLASH_LITERAL, slashDot, ONE_CHAR, star)
		elseif str == "**/*.*" then
			return ("(?:%s%s%s)?%s%s%s%s%s"):format(
				nodot,
				globstar(opts),
				SLASH_LITERAL,
				slashDot,
				star,
				DOT_LITERAL,
				ONE_CHAR,
				star
			)
		elseif str == "**/.*" then
			return ("(?:%s%s%s)?%s%s%s"):format(nodot, globstar(opts), SLASH_LITERAL, DOT_LITERAL, ONE_CHAR, star)
		else
			local match = RegExp("^(.*?)\\.(\\w+)$"):exec(str)
			if not Boolean.toJSBoolean(match) then
				return nil
			end

			local source = create(match[2])
			if not Boolean.toJSBoolean(source) then
				return nil
			end

			return source .. DOT_LITERAL .. match[3]
		end
	end

	local output = utils.removePrefix(input, state)
	local source = create(output)

	if source ~= nil and Boolean.toJSBoolean(source) and opts.strictSlashes ~= true then
		source ..= ("%s?"):format(SLASH_LITERAL)
	end

	return source
end

return parse


Prompt:
-- Piggy "ClientMain" Script
-- Description: Handles most of the client events from server, including announcements such as Piggy being stunned, and also when you escape
-- to show the You Escaped screen. Also used to handle the Status bar changes and to remove the Menu GUI when clicked as well as sending a
-- request to the server to tell it that you're no longer in the menu


Prompt: --// Services \\--

Response: local soundService = game:GetService("SoundService")


Prompt: --[[Controls]]

Response:
	local _CTRL = _Tune.Controls
	local Controls = Instance.new("Folder",script.Parent)
	Controls.Name = "Controls"
	for i,v in pairs(_CTRL) do
		local a=Instance.new("StringValue",Controls)
		a.Name=i
		a.Value=v.Name
		a.Changed:connect(function()
			if i=="MouseThrottle" or i=="MouseBrake" then
				if a.Value == "MouseButton1" or a.Value == "MouseButton2" then
					_CTRL[i]=Enum.UserInputType[a.Value]
				else
					_CTRL[i]=Enum.KeyCode[a.Value]
				end
			else
				_CTRL[i]=Enum.KeyCode[a.Value]
			end
		end)
	end

	--Deadzone Adjust
	local _PPH = _Tune.Peripherals
		for i,v in pairs(_PPH) do
		local a = Instance.new("IntValue",Controls)
		a.Name = i
		a.Value = v
		a.Changed:connect(function()
			a.Value=math.min(100,math.max(0,a.Value))
			_PPH[i] = a.Value
		end)
	end

	--Input Handler
	function DealWithInput(input,IsRobloxFunction)
		if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus
			--Shift Down [Manual Transmission]
			if _IsOn and  (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_TMode=="Auto" and _CGear<=1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
				if _CGear == 0 then _ClutchOn = true end
				if (_CGear ~= 0 and (_CGear ~= ((#_Tune.Ratios-3)-(#_Tune.Ratios-2)))) and _TMode=="Semi" then
					_GThrotShift = 0
					wait(_Tune.ShiftTime/2)
					_GThrotShift = 1
				end
				_CGear = math.max(_CGear-1,-1)
				if not _TMode=="Manual" then _ClutchOn = true end

			--Shift Up [Manual Transmission]
			elseif _IsOn and  (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_TMode=="Auto" and _CGear<1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
				if _CGear == 0 then _ClutchOn = true end
				if ((_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2)) and _TMode=="Semi" then
					_GThrotShift = 0
					wait(_Tune.ShiftTime)
					_GThrotShift = 1
				end
				_CGear = math.min(_CGear+1,#_Tune.Ratios-2)
				if not _TMode=="Manual" then _ClutchOn = true end

			--Toggle Clutch
			elseif _IsOn and  (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then
				if input.UserInputState == Enum.UserInputState.Begin then
					_ClutchOn = false
					_ClPressing = true
				elseif input.UserInputState == Enum.UserInputState.End then
					_ClutchOn = true
					_ClPressing = false
				end

			--Toggle PBrake
			elseif _IsOn and  input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_PBrake = not _PBrake
				elseif input.UserInputState == Enum.UserInputState.End then
					if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end
				end

			--Toggle Transmission Mode
			elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then
				local n=1
				for i,v in pairs(_Tune.TransModes) do
					if v==_TMode then n=i break end
				end
				n=n+1
				if n>#_Tune.TransModes then n=1 end
				_TMode = _Tune.TransModes[n]

			--Throttle
			elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GThrot = 1
				else
					_GThrot = _Tune.IdleThrottle/100
				end

			--Brake
			elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GBrake = 1
				else
					_GBrake = 0
				end

			--Steer Left
			elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GSteerT = -1
					_SteerL = true
				else
					if _SteerR then
						_GSteerT = 1
					else
						_GSteerT = 0
					end
					_SteerL = false
				end

			--Steer Right
			elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GSteerT = 1
					_SteerR = true
				else
					if _SteerL then
						_GSteerT = -1
					else
						_GSteerT = 0
					end
					_SteerR = false
				end

			--Toggle Mouse Controls
			elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then
				if input.UserInputState == Enum.UserInputState.End then
					_MSteer = not _MSteer
					_GThrot = _Tune.IdleThrottle/100
					_GBrake = 0
					_GSteerT = 0
					_ClutchOn = true
				end

			--Toggle TCS
			elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then
				if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end

			--Toggle ABS
			elseif _Tune.ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then
				if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end

			end

			--Variable Controls
			if input.UserInputType.Name:find("Gamepad") then
				--Gamepad Steering
				if input.KeyCode == _CTRL["ContlrSteer"] then
					if input.Position.X>= 0 then
						local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)
						if math.abs(input.Position.X)>cDZone then
							_GSteerT = (input.Position.X-cDZone)/(1-cDZone)
						else
							_GSteerT = 0
						end
					else
						local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)
						if math.abs(input.Position.X)>cDZone then
							_GSteerT = (input.Position.X+cDZone)/(1-cDZone)
						else
							_GSteerT = 0
						end
					end

				--Gamepad Throttle
				elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then
					_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)

				--Gamepad Brake
				elseif input.KeyCode == _CTRL["ContlrBrake"] then
					_GBrake = input.Position.Z
				end
			end
		else
			_GThrot = _Tune.IdleThrottle/100
			_GSteerT = 0
			_GBrake = 0
			if _CGear~=0 then _ClutchOn = true end
		end
	end
	UserInputService.InputBegan:connect(DealWithInput)
	UserInputService.InputChanged:connect(DealWithInput)
	UserInputService.InputEnded:connect(DealWithInput)


Prompt:
--[[
	[Whether rotation follows the camera or the mouse.]
	[Useful with tools if true, but camera tracking runs smoother.]
--]]

Response: local MseGuide = true


Prompt: --[[Transmission]]

Response:
	Tune.TransModes		= {"Semi"}												--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch

		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}
		>First mode is default mode													]]

	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)

	--Gear Ratios
	Tune.FinalDrive		= 3.97			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.42		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.75		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.10		,
		--[[ 3 ]]		1.40		,
		--[[ 4 ]]		1.00		,
		--[[ 5 ]]		0.71		,
		--[[ 6 ]]		0.61			,
		--[[ 7 ]]		0.51		,
	}
	Tune.FDMult			= 1			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt:
-- Display name in report when matcher fails same as in snapshot file,
-- but with optional hint argument in bold weight.

Response:
local function printSnapshotName(concatenatedBlockNames_: string?, hint_: string?, count: number): string
	local concatenatedBlockNames = if concatenatedBlockNames_ then concatenatedBlockNames_ else ""
	local hint = if hint_ then hint_ else ""
	local hasNames = concatenatedBlockNames:len() ~= 0
	local hasHint = #hint ~= 0

	local retval = "Snapshot name: `"
	if hasNames then
		retval = retval .. utils.escapeBacktickString(concatenatedBlockNames)
	end

	if hasNames and hasHint then
		retval = retval .. ": "
	end

	if hasHint then
		retval = retval .. BOLD_WEIGHT(utils.escapeBacktickString(hint))
	end

	retval = retval .. " " .. count .. "`"

	return retval
end


Prompt: --[[Shutdown]]

Response:
	car.DriveSeat.ChildRemoved:connect(function(child)
		if child.Name=="SeatWeld" and child:IsA("Weld") then
			script.Parent:Destroy()
			player.PlayerGui.UI.CarButtons.Visible = false
		end
	end)


Prompt: -- get the current time in the format "HH:MM AM/PM"

Response: local currentTimeString = os.date("%I:%M %p", currentTime)


Prompt:
--[[
	   ___  _____
	  / _ |/ ___/	Avxnturador | Novena
	 / __ / /__			 LuaInt | Novena
	/_/ |_\___/   Build 6C, Version 1.5, Update 2

	Please install this chassis from scratch.
	More info can be found in the README.

	New values will have (Username) appended to the end of the description.
]]

Response: local Tune = {}


Prompt: --This device is entirely open-source.

Response:
Light = script.Parent.Light
Scanner = script.Parent.Scanner
Host = script.Parent.Parent.Parent.Events.DoorOpen

function verify(card)
	if card == nil then
		return false
	else
		Host.BypassLevel.Value = true
		Host:Fire()
		Light.Color = Color3.new(0,1,0)
		wait(2)
		Light.Color = Color3.new(1,0,0)
	end
end
Scanner.Touched:Connect(verify)


Prompt: --[[Susupension]]

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

	--Front Suspension
	Tune.FSusDamping	= 300		-- Spring Dampening
	Tune.FSusStiffness	= 8000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 2.2			-- Suspension length (in studs)
	Tune.FPreCompress	= .95		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= 1.1		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 90		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0.5		-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-0.3		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusDamping	= 300		-- Spring Dampening
	Tune.RSusStiffness	= 8000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2.2		-- Suspension length (in studs)
	Tune.RPreCompress	= .7		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= 1.1		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 90		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0.5			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-0.3		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	--Aesthetics
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= true			-- 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: --Glenn's Anti-Exploit System (GAE for short). This code is very ugly, but does job done

Response:
local function compareTables(arr1, arr2)
	if	arr1.gunName==arr2.gunName 				and
		arr1.Type==arr2.Type 					and
		arr1.ShootRate==arr2.ShootRate 			and
		arr1.Bullets==arr2.Bullets				and
		arr1.LimbDamage[1]==arr2.LimbDamage[1]	and
		arr1.LimbDamage[2]==arr2.LimbDamage[2]	and
		arr1.TorsoDamage[1]==arr2.TorsoDamage[1]and
		arr1.TorsoDamage[2]==arr2.TorsoDamage[2]and
		arr1.HeadDamage[1]==arr2.HeadDamage[1]	and
		arr1.HeadDamage[2]==arr2.HeadDamage[2]
	then return true; end;
	return false;
end;

local function secureSettings(Player,Gun,Module)
	local PreNewModule = Gun:FindFirstChild("ACS_Settings");
	if not Gun or not PreNewModule then
		Player:kick("Exploit Protocol");
		warn(Player.Name.." - Potential Exploiter! Case 2: Missing Gun And Module")	;
		return false;
	end;

	local NewModule = require(PreNewModule);
	if (compareTables(Module, NewModule) == false) then
		Player:kick("Exploit Protocol");
		warn(Player.Name.." - Potential Exploiter! Case 4: Exploiting Gun Stats")	;
		table.insert(_G.TempBannedPlayers, Player);
		return false;
	end;
	return true;
end;

function CalculateDMG(SKP_0, SKP_1, SKP_2, SKP_4, SKP_5, SKP_6)

	local skp_0	= plr:GetPlayerFromCharacter(SKP_1.Parent) or nil
	local skp_1 = 0
	local skp_2 = SKP_5.MinDamage * SKP_6.minDamageMod

	if SKP_4 == 1 then
		local skp_3 = math.random(SKP_5.HeadDamage[1], SKP_5.HeadDamage[2])
		skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
	elseif SKP_4 == 2 then
		local skp_3 = math.random(SKP_5.TorsoDamage[1], SKP_5.TorsoDamage[2])
		skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
	else
		local skp_3 = math.random(SKP_5.LimbDamage[1], SKP_5.LimbDamage[2])
		skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
	end

	if SKP_1.Parent:FindFirstChild("ACS_Client") and not SKP_5.IgnoreProtection then

		local skp_4 = SKP_1.Parent.ACS_Client.Protecao.VestProtect
		local skp_5 = SKP_1.Parent.ACS_Client.Protecao.HelmetProtect

		if SKP_4 == 1 then
			if SKP_5.BulletPenetration < skp_5.Value  then
				skp_1 = math.max(.5 ,skp_1 * (SKP_5.BulletPenetration/skp_5.Value))
			end
		else
			if SKP_5.BulletPenetration < skp_4.Value  then
				skp_1 = math.max(.5 ,skp_1 * (SKP_5.BulletPenetration/skp_4.Value))
			end
		end
	end

	if skp_0 then
		if skp_0.Team ~= SKP_0.Team or skp_0.Neutral then
			local skp_t	= Instance.new("ObjectValue")
			skp_t.Name	= "creator"
			skp_t.Value	= SKP_0
			skp_t.Parent= SKP_1
			game.Debris:AddItem(skp_t, 1)

			SKP_1:TakeDamage(skp_1)
			return;
		end;

		if not gameRules.TeamKill then return; end;
		local skp_t	= Instance.new("ObjectValue")
		skp_t.Name	= "creator"
		skp_t.Value	= SKP_0
		skp_t.Parent= SKP_1
		game.Debris:AddItem(skp_t, 1)

		SKP_1:TakeDamage(skp_1 * gameRules.TeamDmgMult)
		return;
	end

	local skp_t	= Instance.new("ObjectValue")
	skp_t.Name	= "creator"
	skp_t.Value	= SKP_0
	skp_t.Parent= SKP_1
	game.Debris:AddItem(skp_t, 1)

	SKP_1:TakeDamage(skp_1)
	return;
end

local function Damage(SKP_0, SKP_1, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6, SKP_7, SKP_8, SKP_9)
	if not SKP_0 or not SKP_0.Character then return; end;
	if not SKP_0.Character:FindFirstChild("Humanoid") or SKP_0.Character.Humanoid.Health <= 0 then return; end;
	if SKP_9 == (ACS_0.."-"..SKP_0.UserId) then
		if SKP_7 then
			SKP_0.Character.Humanoid:TakeDamage(math.max(SKP_8, 0))
			return;
		end

		if SKP_1 then
			local skp_0 = secureSettings(SKP_0,SKP_1, SKP_5)
			if not skp_0 or not SKP_2 then return; end;
			CalculateDMG(SKP_0, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6)
			return;
		end

		SKP_0:kick("Exploit Protocol")
		warn(SKP_0.Name.." - Potential Exploiter! Case 1: Tried To Access Damage Event")
		table.insert(_G.TempBannedPlayers, SKP_0)
		return;
	end
	SKP_0:kick("Exploit Protocol")
	warn(SKP_0.Name.." - Potential Exploiter! Case 0-B: Wrong Permission Code")
	table.insert(_G.TempBannedPlayers, SKP_0)
	return;
end

Evt.Damage.OnServerInvoke = Damage

Evt.HitEffect.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings)
	Evt.HitEffect:FireAllClients(Player, Position, HitPart, Normal, Material, Settings)
end)

Evt.GunStance.OnServerEvent:Connect(function(Player,stance,Data)
	Evt.GunStance:FireAllClients(Player,stance,Data)
end)

Evt.ServerBullet.OnServerEvent:Connect(function(Player,Origin,Direction,WeaponData,ModTable)
	Evt.ServerBullet:FireAllClients(Player,Origin,Direction,WeaponData,ModTable)
end)

Evt.Stance.OnServerEvent:connect(function(Player, Stance, Virar)

	if not Player or not Player.Character then return; end; --// Player or Character doesn't exist
	if not Player.Character:FindFirstChild("Humanoid") or Player.Character.Humanoid.Health <= 0 then return; end; --// Player is dead

	local ACS_Client= Player.Character:FindFirstChild("ACS_Client")
	if not ACS_Client then return; end;

	local Torso 	= Player.Character:FindFirstChild("Torso")
	local RootPart 	= Player.Character:FindFirstChild("HumanoidRootPart")

	if not Torso or not RootPart then return; end; --// Essential bodyparts doesn't exist in this character

	local RootJoint = RootPart:FindFirstChild("RootJoint")
	local RS 		= Torso:FindFirstChild("Right Shoulder")
	local LS 		= Torso:FindFirstChild("Left Shoulder")
	local RH 		= Torso:FindFirstChild("Right Hip")
	local LH 		= Torso:FindFirstChild("Left Hip")

	if not RootJoint or not RS or not LS or not RH or not LH then return; end; --// Joints doesn't exist

	if Stance == 2 then
		TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,1.5,2.45) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(180))} ):Play()
		TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(-5),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(-5),math.rad(-90),math.rad(0))} ):Play()
	end
	if Virar == 1 then
		if Stance == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(-1,-0,0) * CFrame.Angles(math.rad(-90),math.rad(-15),math.rad(-180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()

		elseif Stance == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(-1,.75,0.25)* CFrame.Angles(math.rad(-80),math.rad(-15),math.rad(-180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()

		end
	elseif Virar == -1 then
		if Stance == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(1,0,0) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()

		elseif Stance == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(1,.75,0.25)* CFrame.Angles(math.rad(-80),math.rad(15),math.rad(180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()
		end
	elseif Virar == 0 then
		if Stance == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,0,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()

		elseif Stance == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,1,0.25)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()
		end
	end

	if ACS_Client:GetAttribute("Surrender") then
		TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(-90),math.rad(0))} ):Play()
	elseif Stance == 2 then
		TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(-90),math.rad(0))} ):Play()
	else
		--p1.CFrame:inverse() * p2.CFrame
		TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
	end

end)

Evt.Surrender.OnServerEvent:Connect(function(Player,Victim)
	if not Player or not Player.Character then return; end;

	local PClient 	= nil
	if Victim then
		if Victim == Player or not Victim.Character then return; end;

		PClient = Victim.Character:FindFirstChild("ACS_Client")
		if not PClient then return; end;

		if PClient:GetAttribute("Surrender") then
			PClient:SetAttribute("Surrender",false)
		end
	end

	PClient = Player.Character:FindFirstChild("ACS_Client")
	if not PClient then return; end;

	if not PClient:GetAttribute("Surrender") then
		PClient:SetAttribute("Surrender",true)
	end
end)

Evt.Grenade.OnServerEvent:Connect(function(SKP_0, SKP_1, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6)
	if not SKP_0 or not SKP_0.Character then return; end;
	if not SKP_0.Character:FindFirstChild("Humanoid") or SKP_0.Character.Humanoid.Health <= 0 then return; end;

	if SKP_6 ~= (ACS_0.."-"..SKP_0.UserId) then
		SKP_0:kick("Exploit Protocol")
		warn(SKP_0.Name.." - Potential Exploiter! Case 0-B: Wrong Permission Code")
		table.insert(_G.TempBannedPlayers, SKP_0)
		return;
	end

	if not SKP_1 or not SKP_2 then
		SKP_0:kick("Exploit Protocol")
		warn(SKP_0.Name.." - Potential Exploiter! Case 3: Tried To Access Grenade Event")
		return;
	end

	local skp_0 = secureSettings(SKP_0, SKP_1, SKP_2)
	if not skp_0 or SKP_2.Type ~= "Grenade" then return; end;

	if not SVGunModels:FindFirstChild(SKP_2.gunName) then warn("ACS_Server Couldn't Find "..SKP_2.gunName.." In Grenade Model Folder"); return; end;

	local skp_0 = SVGunModels[SKP_2.gunName]:Clone()

	for SKP_Arg0, SKP_Arg1 in pairs(SKP_0.Character:GetChildren()) do
		if not SKP_Arg1:IsA('BasePart') then continue; end;
		local skp_1 = Instance.new("NoCollisionConstraint")
		skp_1.Parent= skp_0
		skp_1.Part0 = skp_0.PrimaryPart
		skp_1.Part1 = SKP_Arg1
	end

	local skp_1	= Instance.new("ObjectValue")
	skp_1.Name	= "creator"
	skp_1.Value	= SKP_0
	skp_1.Parent= skp_0.PrimaryPart

	skp_0.Parent 	= ACS_Workspace.Server
	skp_0.PrimaryPart.CFrame = SKP_3
	skp_0.PrimaryPart:ApplyImpulse(SKP_4 * SKP_5 * skp_0.PrimaryPart:GetMass())
	skp_0.PrimaryPart:SetNetworkOwner(nil)
	skp_0.PrimaryPart.Damage.Disabled = false

	SKP_1:Destroy()
end)

function loadAttachment(weapon,WeaponData)
	if not weapon or not WeaponData or not weapon:FindFirstChild("Nodes") then return; end;
	--load sight Att
	if weapon.Nodes:FindFirstChild("Sight") and WeaponData.SightAtt ~= "" then

		local SightAtt = AttModels[WeaponData.SightAtt]:Clone()
		SightAtt.Parent = weapon
		SightAtt:SetPrimaryPartCFrame(weapon.Nodes.Sight.CFrame)

		for index, key in pairs(weapon:GetChildren()) do
			if not key:IsA('BasePart') or key.Name ~= "IS" then continue; end;
			key.Transparency = 1
		end

		for index, key in pairs(SightAtt:GetChildren()) do
			if key.Name == "SightMark" or key.Name == "Main" then key:Destroy(); continue; end;
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end

	end

	--load Barrel Att
	if weapon.Nodes:FindFirstChild("Barrel") and WeaponData.BarrelAtt ~= "" then

		local BarrelAtt = AttModels[WeaponData.BarrelAtt]:Clone()
		BarrelAtt.Parent = weapon
		BarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.Barrel.CFrame)

		if BarrelAtt:FindFirstChild("BarrelPos") then
			weapon.Handle.Muzzle.WorldCFrame = BarrelAtt.BarrelPos.CFrame
		end

		for index, key in pairs(BarrelAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end
	end

	--load Under Barrel Att
	if weapon.Nodes:FindFirstChild("UnderBarrel") and WeaponData.UnderBarrelAtt ~= "" then

		local UnderBarrelAtt = AttModels[WeaponData.UnderBarrelAtt]:Clone()
		UnderBarrelAtt.Parent = weapon
		UnderBarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.UnderBarrel.CFrame)

		for index, key in pairs(UnderBarrelAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end
	end

	if weapon.Nodes:FindFirstChild("Other") and WeaponData.OtherAtt ~= "" then

		local OtherAtt = AttModels[WeaponData.OtherAtt]:Clone()
		OtherAtt.Parent = weapon
		OtherAtt:SetPrimaryPartCFrame(weapon.Nodes.Other.CFrame)

		for index, key in pairs(OtherAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false

		end
	end
end

Evt.Equip.OnServerEvent:Connect(function(Player,Arma,Mode,Settings,Anim)
	if not Player or not Player.Character then return; end;

	local Head 		= Player.Character:FindFirstChild('Head')
	local Torso 	= Player.Character:FindFirstChild('Torso')
	local LeftArm 	= Player.Character:FindFirstChild('Left Arm')
	local RightArm 	= Player.Character:FindFirstChild('Right Arm')

	if not Head or not Torso or not LeftArm or not RightArm then return; end;
	local RS 		= Torso:FindFirstChild("Right Shoulder")
	local LS 		= Torso:FindFirstChild("Left Shoulder")
	if not RS or not LS then return; end;

	--// EQUIP
	if Mode == 1 then
		local GunModel = GunModels:FindFirstChild(Arma.Name)
		if not GunModel then warn(Player.Name..": Couldn't load Server-side weapon model") return; end;

		local ServerGun = GunModel:Clone()
		ServerGun.Name = 'S' .. Arma.Name

		local AnimBase = Instance.new("Part", Player.Character)
		AnimBase.FormFactor = "Custom"
		AnimBase.CanCollide = false
		AnimBase.Transparency = 1
		AnimBase.Anchored = false
		AnimBase.Name = "AnimBase"
		AnimBase.Size = Vector3.new(0.1, 0.1, 0.1)

		local AnimBaseW = Instance.new("Motor6D")
		AnimBaseW.Part0 = Head
		AnimBaseW.Part1 = AnimBase
		AnimBaseW.Parent = AnimBase
		AnimBaseW.Name = "AnimBaseW"
		--AnimBaseW.C0 = CFrame.new(0,-1.25,0)

		local ruaw = Instance.new("Motor6D")
		ruaw.Name = "RAW"
		ruaw.Part0 = RightArm
		ruaw.Part1 = AnimBase
		ruaw.Parent = AnimBase
		ruaw.C0 = Anim.SV_RightArmPos
		RS.Enabled = false

		local luaw = Instance.new("Motor6D")
		luaw.Name = "LAW"
		luaw.Part0 = LeftArm
		luaw.Part1 = AnimBase
		luaw.Parent = AnimBase
		luaw.C0 = Anim.SV_LeftArmPos
		LS.Enabled = false

		ServerGun.Parent = Player.Character

		loadAttachment(ServerGun,Settings)

		if ServerGun:FindFirstChild("Nodes") ~= nil then
			ServerGun.Nodes:Destroy()
		end

		for SKP_001, SKP_002 in pairs(ServerGun:GetDescendants()) do
			if SKP_002.Name ~= "SightMark" then continue; end;
			SKP_002:Destroy()
		end

		for SKP_001, SKP_002 in pairs(ServerGun:GetDescendants()) do
			if not SKP_002:IsA('BasePart') or SKP_002.Name == 'Handle' then continue; end;
			Ultil.WeldComplex(ServerGun:WaitForChild("Handle"), SKP_002, SKP_002.Name)
		end

		local SKP_004 = Instance.new('Motor6D')
		SKP_004.Name = 'Handle'
		SKP_004.Parent = ServerGun.Handle
		SKP_004.Part0 = RightArm
		SKP_004.Part1 = ServerGun.Handle
		SKP_004.C1 = Anim.SV_GunPos:inverse()

		for L_74_forvar1, L_75_forvar2 in pairs(ServerGun:GetDescendants()) do
			if not L_75_forvar2:IsA('BasePart') then continue; end;
			L_75_forvar2.Anchored = false
			L_75_forvar2.CanCollide = false
		end
		return;
	end;
	--// UNEQUIP
	if Mode == 2 then
		if Arma and Player.Character:FindFirstChild('S' .. Arma.Name) then
			Player.Character['S' .. Arma.Name]:Destroy()
			Player.Character.AnimBase:Destroy()
		end

		RS.Enabled = true
		LS.Enabled = true
	end
	return;
end)

Evt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor)
	if not Player or not Player.Character then return; end;
	if not Player.Character:FindFirstChild("ACS_Client") then return; end;

	Player.Character.ACS_Client.FireTeam.SquadName.Value = SquadName
	Player.Character.ACS_Client.FireTeam.SquadColor.Value = SquadColor
end)

Evt.HeadRot.OnServerEvent:connect(function(Player, CF)
	Evt.HeadRot:FireAllClients(Player, CF)
end)

Evt.Atirar.OnServerEvent:Connect(function(Player, Arma, Suppressor, FlashHider)
	Evt.Atirar:FireAllClients(Player, Arma, Suppressor, FlashHider)
end)

Evt.Whizz.OnServerEvent:Connect(function(Player, Victim)
	Evt.Whizz:FireClient(Victim)
end)

Evt.Suppression.OnServerEvent:Connect(function(Player,Victim,Mode,Intensity,Time)
	Evt.Suppression:FireClient(Victim,Mode,Intensity,Time)
end)

Evt.Refil.OnServerEvent:Connect(function(Player, Stored, NewStored)
	Stored.Value = Stored.Value - NewStored
end)

Evt.SVLaser.OnServerEvent:Connect(function(Player,Position,Modo,Cor,IRmode,Arma)
	Evt.SVLaser:FireAllClients(Player,Position,Modo,Cor,IRmode,Arma)
end)

Evt.SVFlash.OnServerEvent:Connect(function(Player,Arma,Mode)
	Evt.SVFlash:FireAllClients(Player,Arma,Mode)
end)


Prompt:
--[[ @brief Pulls all key-value pairs from 'draw' so long as they don't already exist in 'origin'.
     @param origin The table to modify (this is in-place).
     @param draw The table to pull into 'origin'.
     @return A reference to 'origin'. It will have all keys defined which are defined in origin or draw.
--]]

Response:
function module.Incorporate(origin, draw)
	for i, v in pairs(draw) do
		if origin[i] == nil then
			origin[i] = v;
		end
	end
	return origin;
end

function module.StableSort(t, compare)
	for i = 1, #t do
		local j = 1;
		while j < i and not compare(t[i], t[j]) do
			j = j + 1;
		end
		for k = i - 1, j, -1 do
			t[k], t[k+1] = t[k+1], t[k];
		end
	end
end

function module.ConvertArrayToMap(t)
	local s = {};
	for i = 1, #t do
		s[t[i]] = true;
	end
	return s;
end

return module


Prompt: --------LIGHTED RECTANGLES--------

Response:
game.Workspace.pillar1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.pillar8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)


Prompt: -- End of Navigation

Response:
Main.Radios.BuyRadio.Get.MouseButton1Click:connect(function()
	game.ReplicatedStorage.GetRadio:FireServer();
end)


Prompt:
--[[

HOW TO USE IT:
- 1: Use CollectionService to tag the character you want to ragdoll with the tag "Ragdoll";
- 2: Once tagged the character will instantly go to ragdoll state;
- 3: To return from ragdoll, remove the tag.

If you're using my Misc module and you have the ChildAdded checks inside your NPCs or Dummies like mine,
you can just require the Misc module and use the miscModule.Ragdoll(Target, Duration) function.

--]]


Prompt:
-- ROBLOX TODO: Use Symbol again once jest-mock knows to exclude the LuauPolyfill module from being reset
-- deviation: In Lua, Symbol will be a callable table, not a function
-- if typeof(Symbol) == "table" and Symbol.for_ ~= nil then
--   local symbolFor = Symbol.for_
--   exports.REACT_ELEMENT_TYPE = symbolFor('react.element')
--   exports.REACT_PORTAL_TYPE = symbolFor('react.portal')
--   exports.REACT_FRAGMENT_TYPE = symbolFor('react.fragment')
--   exports.REACT_STRICT_MODE_TYPE = symbolFor('react.strict_mode')
--   exports.REACT_PROFILER_TYPE = symbolFor('react.profiler')
--   exports.REACT_PROVIDER_TYPE = symbolFor('react.provider')
--   exports.REACT_CONTEXT_TYPE = symbolFor('react.context')
--   exports.REACT_FORWARD_REF_TYPE = symbolFor('react.forward_ref')
--   exports.REACT_SUSPENSE_TYPE = symbolFor('react.suspense')
--   exports.REACT_SUSPENSE_LIST_TYPE = symbolFor('react.suspense_list')
--   exports.REACT_MEMO_TYPE = symbolFor('react.memo')
--   exports.REACT_LAZY_TYPE = symbolFor('react.lazy')
--   exports.REACT_BLOCK_TYPE = symbolFor('react.block')
--   exports.REACT_SERVER_BLOCK_TYPE = symbolFor('react.server.block')
--   exports.REACT_FUNDAMENTAL_TYPE = symbolFor('react.fundamental')
--   exports.REACT_SCOPE_TYPE = symbolFor('react.scope')
--   exports.REACT_OPAQUE_ID_TYPE = symbolFor('react.opaque.id')
--   exports.REACT_DEBUG_TRACING_MODE_TYPE = symbolFor('react.debug_trace_mode')
--   exports.REACT_OFFSCREEN_TYPE = symbolFor('react.offscreen')
--   exports.REACT_LEGACY_HIDDEN_TYPE = symbolFor('react.legacy_hidden')
-- end


Prompt:
--[=[
	@return Promise
	Starts Knit. Should only be called once.

	Optionally, `KnitOptions` can be passed in order to set
	Knit's custom configurations.

	:::caution
	Be sure that all services have been created _before_
	calling `Start`. Services cannot be added later.
	:::

	```lua
	Knit.Start():andThen(function()
		print("Knit started!")
	end):catch(warn)
	```

	Example of Knit started with options:
	```lua
	Knit.Start({
		Middleware = {
			Inbound = {
				function(player, args)
					print("Player is giving following args to server:", args)
					return true
				end
			},
		},
	}):andThen(function()
		print("Knit started!")
	end):catch(warn)
	```
]=]

Response:
function KnitServer.Start(options: KnitOptions?)
	if started then
		return Promise.reject("Knit already started")
	end

	started = true

	if options == nil then
		selectedOptions = defaultOptions
	else
		assert(typeof(options) == "table", `KnitOptions should be a table or nil; got {typeof(options)}`)
		selectedOptions = options
		for k, v in defaultOptions do
			if selectedOptions[k] == nil then
				selectedOptions[k] = v
			end
		end
	end

	return Promise.new(function(resolve)
		local knitMiddleware = if selectedOptions.Middleware ~= nil then selectedOptions.Middleware else {}

		-- Bind remotes:
		for _, service in services do
			local middleware = if service.Middleware ~= nil then service.Middleware else {}
			local inbound = if middleware.Inbound ~= nil then middleware.Inbound else knitMiddleware.Inbound
			local outbound = if middleware.Outbound ~= nil then middleware.Outbound else knitMiddleware.Outbound
			service.Middleware = nil
			for k, v in service.Client do
				if type(v) == "function" then
					service.KnitComm:WrapMethod(service.Client, k, inbound, outbound)
				elseif v == SIGNAL_MARKER then
					service.Client[k] = service.KnitComm:CreateSignal(k, inbound, outbound)
				elseif type(v) == "table" and v[1] == PROPERTY_MARKER then
					service.Client[k] = service.KnitComm:CreateProperty(k, v[2], inbound, outbound)
				end
			end
		end

		-- Init:
		local promisesInitServices = {}
		for _, service in services do
			if type(service.KnitInit) == "function" then
				table.insert(
					promisesInitServices,
					Promise.new(function(r)
						debug.setmemorycategory(service.Name)
						service:KnitInit()
						r()
					end)
				)
			end
		end

		resolve(Promise.all(promisesInitServices))
	end):andThen(function()
		-- Start:
		for _, service in services do
			if type(service.KnitStart) == "function" then
				task.spawn(function()
					debug.setmemorycategory(service.Name)
					service:KnitStart()
				end)
			end
		end

		startedComplete = true
		onStartedComplete:Fire()

		task.defer(function()
			onStartedComplete:Destroy()
		end)

		-- Expose service remotes to everyone:
		knitRepServiceFolder.Parent = script.Parent
	end)
end


Prompt:
--[[
primaryWeaponSlot.ChildRemoved:Connect(function(newChild)
	weapon1Label.BackgroundColor3 = onColor
end)
secondaryWeaponSlot.ChildRemoved:Connect(function(newChild)
	weapon2Label.BackgroundColor3 = onColor
end)
tertiaryWeaponSlot.ChildRemoved:Connect(function(newChild)
	weapon3Label.BackgroundColor3 = onColor
end)
--]]

Response:
localPlayer.CharacterAdded:Connect(function(newCharacter)
	character = newCharacter
end)


Prompt: --------------------------------CUSTOMIZABLE STUFF------------------------------------

Response:
local resetcooldown = 1200 -- how long it takes to let you rob again.
local timetodrill = 20 -- how long it takes to drill a deposit box


Prompt: -- settings.AntiHumanoidDeletion and settings.ProtectHats have been superseded Workspace.RejectCharacterDeletions

Response:
settings.AntiSpeed = true 			-- (Client-Sided) Attempts to detect speed exploits
settings.AntiBuildingTools = false	-- (Client-Sided) Attempts to detect any HopperBin(s)/Building Tools added to the client
settings.AntiAntiIdle = false 		-- (Client-Sided) Kick the player if they are using an anti-idle exploit. Highly useful for grinding/farming games
settings.ExploitGuiDetection = false 		-- (Client-Sided) If any exploit GUIs are found in the CoreGui the exploiter gets kicked (If you use StarterGui:SetCore("SendNotification") with an image this will kick you)


Prompt:
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
-- Next, if userCameraCreator is passed in, that is used as the cameraCreator

Response:
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType: Enum.CameraType?)
	local newCameraCreator = nil

	if legacyCameraType~=nil then
		--[[
			This function has been passed a CameraType enum value. Some of these map to the use of
			the LegacyCamera module, the value "Custom" will be translated to a movementMode enum
			value based on Dev and User settings, and "Scriptable" will disable the camera controller.
		--]]

		if legacyCameraType == Enum.CameraType.Scriptable then
			if self.activeCameraController then
				self.activeCameraController:Enable(false)
				self.activeCameraController = nil
			end
			return

		elseif legacyCameraType == Enum.CameraType.Custom then
			cameraMovementMode = self:GetCameraMovementModeFromSettings()

		elseif legacyCameraType == Enum.CameraType.Track then
			-- Note: The TrackCamera module was basically an older, less fully-featured
			-- version of ClassicCamera, no longer actively maintained, but it is re-implemented in
			-- case a game was dependent on its lack of ClassicCamera's extra functionality.
			cameraMovementMode = Enum.ComputerCameraMovementMode.Classic

		elseif legacyCameraType == Enum.CameraType.Follow then
			cameraMovementMode = Enum.ComputerCameraMovementMode.Follow

		elseif legacyCameraType == Enum.CameraType.Orbital then
			cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital

		elseif legacyCameraType == Enum.CameraType.Attach or
			   legacyCameraType == Enum.CameraType.Watch or
			   legacyCameraType == Enum.CameraType.Fixed then
			newCameraCreator = LegacyCamera
		else
			warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType)
		end
	end

	if not newCameraCreator then
		if VRService.VREnabled then
			newCameraCreator = VRCamera
		elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or
			cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or
			cameraMovementMode == Enum.ComputerCameraMovementMode.Default or
			cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle then
			newCameraCreator = ClassicCamera
		elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then
			newCameraCreator = OrbitalCamera
		else
			warn("ActivateCameraController did not select a module.")
			return
		end
	end

	local isVehicleCamera = self:ShouldUseVehicleCamera()
	if isVehicleCamera then
		if VRService.VREnabled then
			newCameraCreator = VRVehicleCamera
		else
			newCameraCreator = VehicleCamera
		end
	end

	-- Create the camera control module we need if it does not already exist in instantiatedCameraControllers
	local newCameraController
	if not instantiatedCameraControllers[newCameraCreator] then
		newCameraController = newCameraCreator.new()
		instantiatedCameraControllers[newCameraCreator] = newCameraController
	else
		newCameraController = instantiatedCameraControllers[newCameraCreator]
		if newCameraController.Reset then
			newCameraController:Reset()
		end
	end

	if self.activeCameraController then
		-- deactivate the old controller and activate the new one
		if self.activeCameraController ~= newCameraController then
			self.activeCameraController:Enable(false)
			self.activeCameraController = newCameraController
			self.activeCameraController:Enable(true)
		elseif not self.activeCameraController:GetEnabled() then
			self.activeCameraController:Enable(true)
		end
	elseif newCameraController ~= nil then
		-- only activate the new controller
		self.activeCameraController = newCameraController
		self.activeCameraController:Enable(true)
	end

	if self.activeCameraController then
		if cameraMovementMode~=nil then
			self.activeCameraController:SetCameraMovementMode(cameraMovementMode)
		elseif legacyCameraType~=nil then
			-- Note that this is only called when legacyCameraType is not a type that
			-- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera
			self.activeCameraController:SetCameraType(legacyCameraType)
		end
	end
end

function CameraModule:OnCameraSubjectChanged()
	local camera = workspace.CurrentCamera
	local cameraSubject = camera and camera.CameraSubject

	if self.activeOcclusionModule then
		self.activeOcclusionModule:OnCameraSubjectChanged(cameraSubject)
	end

	self:ActivateCameraController(nil, camera.CameraType)
end

function CameraModule:OnCameraTypeChanged(newCameraType: Enum.CameraType)
	if newCameraType == Enum.CameraType.Scriptable then
		if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
			CameraUtils.restoreMouseBehavior()
		end
	end

	-- Forward the change to ActivateCameraController to handle
	self:ActivateCameraController(nil, newCameraType)
end


Prompt: --Rescripted by Luckymaxer

Response:
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")

Players = game:GetService("Players")

Sounds = {
	CoilSound = Handle:WaitForChild("CoilSound"),
}

Gravity = 196.20
JumpHeightPercentage = 0.25

ToolEquipped = false

function GetAllConnectedParts(Object)
	local Parts = {}
	local function GetConnectedParts(Object)
		for i, v in pairs(Object:GetConnectedParts()) do
			local Ignore = false
			for ii, vv in pairs(Parts) do
				if v == vv then
					Ignore = true
				end
			end
			if not Ignore then
				table.insert(Parts, v)
				GetConnectedParts(v)
			end
		end
	end
	GetConnectedParts(Object)
	return Parts
end

function SetGravityEffect()
	if not GravityEffect or not GravityEffect.Parent then
		GravityEffect = Instance.new("BodyForce")
		GravityEffect.Name = "GravityCoilEffect"
		GravityEffect.Parent = Torso
	end
	local TotalMass = 0
	local ConnectedParts = GetAllConnectedParts(Torso)
	for i, v in pairs(ConnectedParts) do
		if v:IsA("BasePart") then
			TotalMass = (TotalMass + v:GetMass())
		end
	end
	local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage))
	GravityEffect.force = Vector3.new(0, TotalMass, 0)
end

function HandleGravityEffect(Enabled)
	if not CheckIfAlive() then
		return
	end
	for i, v in pairs(Torso:GetChildren()) do
		if v:IsA("BodyForce") then
			v:Destroy()
		end
	end
	for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do
		if v then
			v:disconnect()
		end
	end
	if Enabled then
		CurrentlyEquipped = true
		ToolUnequipped = Tool.Unequipped:connect(function()
			CurrentlyEquipped = false
		end)
		SetGravityEffect()
		DescendantAdded = Character.DescendantAdded:connect(function()
			wait()
			if not CurrentlyEquipped or not CheckIfAlive() then
				return
			end
			SetGravityEffect()
		end)
		DescendantRemoving = Character.DescendantRemoving:connect(function()
			wait()
			if not CurrentlyEquipped or not CheckIfAlive() then
				return
			end
			SetGravityEffect()
		end)
	end
end

function CheckIfAlive()
	return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end

function Equipped(Mouse)
	Character = Tool.Parent
	Humanoid = Character:FindFirstChild("Humanoid")
	Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso")
	Player = Players:GetPlayerFromCharacter(Character)
	if not CheckIfAlive() then
		return
	end
	if HumanoidDied then
		HumanoidDied:disconnect()
	end
	HumanoidDied = Humanoid.Died:connect(function()
		if GravityEffect and GravityEffect.Parent then
			GravityEffect:Destroy()
		end
	end)
	Sounds.CoilSound:Play()
	HandleGravityEffect(true)
	ToolEquipped = true
end

function Unequipped()
	if HumanoidDied then
		HumanoidDied:disconnect()
	end
	HandleGravityEffect(false)
	ToolEquipped = false
end

Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)


Prompt: --//Weight//--

Response:
local VehicleWeight = 1700 --{Weight of vehicle in KG}
local WeightDistribution = 60 --{To the rear}


Prompt: --- DFStats

Response:
   DFUse.Value = DFUse1:GetAsync(Plr.UserId) or DFUse.Value
	   DFUse1:SetAsync(Plr.UserId, DFUse.Value)
      DFUse.Changed:connect(function()
	   DFUse1:SetAsync(Plr.UserId, DFUse.Value)
   end)
end)

game.Players.PlayerRemoving:connect(function(Player)
	DFUse1:SetAsync(Player.UserId, Player.DFStats.DFUse.Value)
end)


Prompt: --//DEFAULT VALUES

Response:
local defexposure = game.Lighting.ExposureCompensation

local nvg
local onanim
local gui
local offanim
local config
local onremoved
local setting
local helmet

function removehelmet()
	if plr.Character then
		if onremoved then
			onremoved:Disconnect()
		end
	animating = false
	togglenvg(false)
	actionservice:UnbindAction("nvgtoggle")
	if gui then
		gui:Destroy()
	end
	if helmet then
		helmet:Destroy()
	end
	end
end

function oncharadded(newchar)
	newchar:WaitForChild("Humanoid").Died:connect(function()
		removehelmet()
	end)
	newchar.ChildAdded:connect(function(child)
		local removebutton
		if child.Name == "Helmet" then
			helmet = child
			gui = Instance.new("ScreenGui")
			gui.IgnoreGuiInset = true

			removebutton = Instance.new("TextButton")
			removebutton.Text = "Helmet"
			removebutton.Size = UDim2.new(.05,0,.035,0)
			removebutton.TextColor3 = Color3.new(.75,.75,.75)
			removebutton.Position = UDim2.new(.1,0,.3,0)
			removebutton.BackgroundTransparency = .45
			removebutton.BackgroundColor3 = Color3.fromRGB(124, 52, 38)
			removebutton.Font = Enum.Font.SourceSansBold
			removebutton.TextScaled = true
			removebutton.MouseButton1Down:connect(removehelmet)

			removebutton.Parent = gui
			gui.Parent = plr.PlayerGui

			onremoved = child.AncestryChanged:Connect(function(_, parent)
			if not parent then
					removehelmet()
				end
			end)

		end
		local newnvg = child:WaitForChild("Up",.5)
		if newnvg then
			nvg = newnvg
			config = require(nvg:WaitForChild("AUTO_CONFIG"))
			setting = nvg:WaitForChild("NVG_Settings")

			local noise = Instance.new("ImageLabel")
			noise.BackgroundTransparency = 1
			noise.ImageTransparency = 1

			local overlay = noise:Clone()
			overlay.Image = "rbxassetid://"..setting.OverlayImage.Value
			overlay.Size = UDim2.new(1,0,1,0)
			overlay.Name = "Overlay"

			local buttonpos = setting.RemoveButtonPosition.Value
			removebutton.Position = UDim2.new(buttonpos.X,0,buttonpos.Y,0)

			noise.Name = "Noise"
			noise.AnchorPoint = Vector2.new(.5,.5)
			noise.Position = UDim2.new(.5,0,.5,0)
			noise.Size = UDim2.new(2,0,2,0)

			overlay.Parent = gui
			noise.Parent = gui

			local info = config.tweeninfo

			local function addtweens(base,extra)
				if extra then
					for _,tween in pairs(extra)do
						table.insert(base,tween)
					end
				end
			end

			onanim = config.onanim
			offanim = config.offanim

			on_overlayanim = {
				tweenservice:Create(game.Lighting,info,{ExposureCompensation = setting.Exposure.Value}),
				tweenservice:Create(colorcorrection,info,{Brightness = setting.OverlayBrightness.Value,Contrast = .8,Saturation = -1,TintColor = setting.OverlayColor.Value}),
				tweenservice:Create(gui.Overlay,info,{ImageTransparency = 0}),
				tweenservice:Create(gui.Noise,info,{ImageTransparency = 0}),
			}

			off_overlayanim = {
				tweenservice:Create(game.Lighting,info,{ExposureCompensation = defexposure}),
				tweenservice:Create(colorcorrection,info,{Brightness = 0,Contrast = 0,Saturation = 0,TintColor = Color3.fromRGB(255, 255, 255)}),
				tweenservice:Create(gui.Overlay,info,{ImageTransparency = 1}),
				tweenservice:Create(gui.Noise,info,{ImageTransparency = 1})
			}

			actionservice:BindAction("nvgtoggle",function() togglenvg(not nvgactive) return Enum.ContextActionResult.Pass end, true, Enum.KeyCode.N)

		end
	end)
end

plr.CharacterAdded:connect(oncharadded)

local oldchar = workspace:FindFirstChild(plr.Name)
if oldchar then
	oncharadded(oldchar)
end

function playtween(tweentbl)
	spawn(function()
		for _,step in pairs(tweentbl) do
			if typeof(step) == "number" then
				wait(step)
			else
				step:Play()
			end
		end
	end)
end

function applyprops(obj,props)
	for propname,val in pairs(props)do
		obj[propname] = val
	end
end

function cycle(grain)
	local label = gui.Noise
	local source = grain.src
	local newframe
	repeat newframe = source[math.random(1, #source)];
	until newframe ~= grain.last
	label.Image = 'rbxassetid://'..newframe
	local rand = math.random(230,255)
	label.Position = UDim2.new(math.random(.4,.6),0,math.random(.4,.6),0)
	label.ImageColor3 = Color3.fromRGB(rand,rand,rand)
	grain.last = newframe
end

function togglenvg(bool)
	if not animating and nvg then
		nvgevent:FireServer()
		gui.TextButton.Visible = not bool
		animating = true
		nvgactive = bool
		if config.lens then
			config.lens.Material = bool and "Neon" or "Glass"
		end
		if bool then
			playtween(onanim)
			delay(.75,function()
				playtween(on_overlayanim)
				spawn(function()
					while nvgactive do
						cycle(config.dark)
						cycle(config.light)
						wait(0.05)
					end
				end)
				animating = false
			end)
		else
			playtween(offanim)
			delay(.5,function()
				playtween(off_overlayanim)
				animating = false
			end)
		end
	end
end

nvgevent.OnClientEvent:connect(function(nvg,activate)
	local twistjoint = nvg:WaitForChild("twistjoint")
	local config = require(nvg.AUTO_CONFIG)
	local lens = config.lens
	if lens then
		lens.Material = activate and "Neon" or "Glass"
	end
	playtween(config[activate and "onanim" or "offanim"])
end)

local lighting = game.Lighting
local rs = game.ReplicatedStorage

local autolighting = rs:WaitForChild("EnableAutoLighting")

if autolighting.Value then

	function llerp(a,b,t)
		return a*(1-t)+b*t
	end

	local minbrightness = rs:WaitForChild("MinBrightness").Value
	local maxbrightness = rs:WaitForChild("MaxBrightness").Value
	local minambient = rs:WaitForChild("MinAmbient").Value
	local maxambient = rs:WaitForChild("MaxAmbient").Value
	local minoutdoor = rs:WaitForChild("MinOutdoorAmbient").Value
	local maxoutdoor = rs:WaitForChild("MaxOutdoorAmbient").Value

	function setdaytime()
		local newtime = lighting.ClockTime
		local middaydiff = math.abs(newtime-12)
		local f = (1-middaydiff/12)
		lighting.Brightness = llerp(minbrightness,maxbrightness,f)
		lighting.Ambient = minambient:lerp(maxambient,f)
		lighting.OutdoorAmbient = minoutdoor:lerp(maxoutdoor,f)
	end

	game:GetService("RunService").RenderStepped:connect(setdaytime)

end


Prompt: --Editable--

Response:
local ID = 10862419793  --Your animation ID!--
local RunningSpeed = 25 --Running speed--
local NormalSpeed = 16  --Normal speed/walkspeed--
local FieldOfView = 80  --Field of view when running--
local key = "LeftShift"  --Sprint/Run key--


Prompt: -- Call the UpdateLabel function initially

Response: UpdateLabel()


Prompt: --Front


Prompt: -- Compiled with roblox-ts v1.2.7

Response:
local TS = require(game:GetService("ReplicatedStorage"):WaitForChild("Vendor"):WaitForChild("RuntimeLib"))
local Maid = TS.import(script, TS.getModule(script, "@rbxts", "maid").Maid)
local _services = TS.import(script, TS.getModule(script, "@rbxts", "services"))
local HttpService = _services.HttpService
local PhysicsService = _services.PhysicsService
local Workspace = _services.Workspace
local getNearestPart = TS.import(script, game:GetService("ReplicatedStorage"), "Common", "helpers", "common").getNearestPart
local CustomerAnimations = TS.import(script, game:GetService("ServerScriptService"), "customers", "components", "animations").CustomerAnimations
local CustomerAppearance = TS.import(script, game:GetService("ServerScriptService"), "customers", "components", "appearance").CustomerAppearance
local CustomerMovement = TS.import(script, game:GetService("ServerScriptService"), "customers", "components", "movement").CustomerMovement
local waypoints = TS.import(script, game:GetService("ServerScriptService"), "customers", "components", "movement", "waypoints").waypoints
local Customer
do
	Customer = setmetatable({}, {
		__tostring = function()
			return "Customer"
		end,
	})
	Customer.__index = Customer
	function Customer.new(...)
		local self = setmetatable({}, Customer)
		return self:constructor(...) or self
	end
	function Customer:constructor(config)
		self.config = config
		self.id = HttpService:GenerateGUID(false)
		self.appearance = CustomerAppearance.new(self)
		self.model = self.appearance:GetModel()
		self.rootPart = self.model:WaitForChild("HumanoidRootPart")
		self.humanoid = self.model:WaitForChild("Humanoid")
		self.movement = CustomerMovement.new(self)
		self.animations = CustomerAnimations.new(self)
		self.maid = Maid.new()
		self.maid:GiveTask(self.model)
		self.maid:GiveTask(self.movement)
		self.maid:GiveTask(self.animations)
	end
	function Customer:Spawn()
		local position = waypoints.Spawn[math.random(#waypoints.Spawn) - 1 + 1].Position
		local spawnOffset = Vector3.new(0, self.humanoid.HipHeight + 3, 0)
		local spawnPosition = position + spawnOffset
		local _exp = self.model:GetDescendants()
		local _arg0 = function(desc)
			if desc:IsA("BasePart") then
				PhysicsService:SetPartCollisionGroup(desc, "Customers")
			end
		end
		-- ▼ ReadonlyArray.forEach ▼
		for _k, _v in ipairs(_exp) do
			_arg0(_v, _k - 1, _exp)
		end
		-- ▲ ReadonlyArray.forEach ▲
		self.spawnOffset = spawnOffset
		self.model.Parent = Workspace
		self.model:PivotTo(CFrame.new(spawnPosition))
		self:Log("Spawned")
	end
	function Customer:MoveTo(target, floorId)
		self.humanoid.Sit = false
		if type(target) == "string" then
			local _fn = self.movement
			local _condition = floorId
			if not (_condition ~= 0 and (_condition == _condition and (_condition ~= "" and _condition))) then
				_condition = self.config.floorId
			end
			_fn:MoveToWaypoint(target, _condition)
		else
			self.movement:MoveTo(target)
		end
	end
	function Customer:Sit(seat)
		if not seat then
			seat = getNearestPart(waypoints.Seat, self.rootPart.Position)
		end
		seat:Sit(self.humanoid)
	end
	function Customer:Destroy()
		self.maid:Destroy()
	end
	function Customer:Log(...)
		local messages = { ... }
	end
end
return {
	Customer = Customer,
}


Prompt:
--[=[
	@within Matter

	:::info Topologically-aware function
	This function is only usable if called within the context of [`Loop:begin`](/api/Loop#begin).
	:::

	Utility for easy time-based throttling.

	Accepts a duration, and returns `true` if it has been that long since the last time this function returned `true`.
	Always returns `true` the first time.

	This function returns unique results keyed by script and line number. Additionally, uniqueness can be keyed by a
	unique value, which is passed as a second parameter. This is useful when iterating over a query result, as you can
	throttle doing something to each entity individually.

	```lua
	if useThrottle(1) then -- Keyed by script and line number only
		print("only prints every second")
	end

	for id, enemy in world:query(Enemy) do
		if useThrottle(5, id) then -- Keyed by script, line number, and the entity id
			print("Recalculate target...")
		end
	end
	```

	@param seconds number -- The number of seconds to throttle for
	@param discriminator? any -- A unique value to additionally key by
	@return boolean -- returns true every x seconds, otherwise false
]=]

Response:
local function useThrottle(seconds, discriminator)
	local storage = topoRuntime.useHookState(discriminator, cleanup)

	if storage.time == nil or os.clock() - storage.time >= seconds then
		storage.time = os.clock()
		storage.expiry = os.clock() + seconds
		return true
	end

	return false
end

return useThrottle


Prompt:
--[=[
	@param name string
	@param enums {string}
	@return EnumList
	Constructs a new EnumList.

	```lua
	local directions = EnumList.new("Directions", {
		"Up",
		"Down",
		"Left",
		"Right",
	})

	local direction = directions.Up
	```
]=]

Response:
function EnumList.new(name: string, enums: EnumNames)
	assert(type(name) == "string", "Name string required")
	assert(type(enums) == "table", "Enums table required")
	local self = setmetatable({}, EnumList)
	self[LIST_KEY] = {}
	self[NAME_KEY] = name
	for i, enumName in ipairs(enums) do
		assert(type(enumName) == "string", "Enum name must be a string")
		local enumItem = CreateEnumItem(enumName, i, self)
		self[enumName] = enumItem
		table.insert(self[LIST_KEY], enumItem)
	end
	table.freeze(self)
	return self
end


Prompt: ---Strobe SCRIPT, DO NOT EDIT!---

Response:
for i,v in pairs(game.workspace.PLights:GetChildren()) do
	spawn(function()
		while true do
			v.MLSelling.Dimmer:Invoke(180)
			wait(0.005)
			v.MLSelling.Dimmer:Invoke(0)
			wait(0.005)

		end
	end)
end


Response:
local customMenuFieldOfView = defaultMenuFieldOfView * configuration.MenuFieldOfView.Value
local customMenuBlurIntesity = defaultMenuBlurIntensity / configuration.MenuBlurIntensity.Value

local customMenuMusicVolume = defaultMenuMusicVolume * configuration.MenuMusicVolume.Value
local customGameMusicVolume = defaultGameMusicVolume * configuration.GameMusicVolume.Value


Prompt: -- Properties

Response:
BillboardGui.Parent = script.Parent.Parent.Parent.OwnerPart
BillboardGui.LightInfluence = 1
BillboardGui.Size = UDim2.new(0, 200, 0, 50)
BillboardGui.StudsOffset = Vector3.new(0, 2, 0)
BillboardGui.MaxDistance =25

TextBox.Parent = BillboardGui
TextBox.BackgroundColor3 = Color3.new(1, 1, 1)
TextBox.BackgroundTransparency = 1
TextBox.Size = UDim2.new(0, 200, 0, 50)
TextBox.Font = Enum.Font.SourceSans
TextBox.Text = script.Parent.Value.Name..',S Car.'
TextBox.TextColor3 = Color3.new(0.929412, 0.109804, 1)
TextBox.TextScaled = true
TextBox.TextSize = 14
TextBox.TextWrapped = true


Prompt:
--[[**
		wraps a callback in an assert with checkArgs

		@param callback The function to wrap
		@param checkArgs The function to use to check arguments in the assert

		@returns A function that first asserts using checkArgs and then calls callback
	**--]]

Response:
	function t.wrap(callback, checkArgs)
		assert(checkWrap(callback, checkArgs))
		return function(...)
			assert(checkArgs(...))
			return callback(...)
		end
	end
end


Prompt: --FireServer

Response:
script.Parent.OnServerEvent:connect(function(pl,Fnc,...)
	F[Fnc](...)
end)


Prompt:
--!strict
-- https://programming-idioms.org/idiom/19/reverse-a-list/1314/lua

Response:
type Array<T> = { [number]: any }
function reverse(t: Array<any>): Array<any>
	local n = #t
	local i = 1
	while i < n do
		t[i], t[n] = t[n], t[i]
		i = i + 1
		n = n - 1
	end
	return t
end

return reverse


Prompt:
--[[*
 * Helpers
 ]]

Response:
local function expandRange(args: Array<any>, options)
	if typeof(options.expandRange) == "function" then
		return options.expandRange(table.unpack(args), options)
	end

	Array.sort(args)
	local value = ("[%s]"):format(Array.join(args, "-"))

	local ok = pcall(function()
		--[[ eslint-disable-next-line no-new ]]
		RegExp(value)
	end)
	if not ok then
		return Array.join(
			Array.map(args, function(v)
				return utils.escapeRegex(v)
			end),
			".."
		)
	end

	return value
end


Prompt:
--------------------------------------------------------------
-- You DO NOT need to add yourself to any of these lists!!! --
--------------------------------------------------------------

Response:
local Owners={kill1773}					-- Can set SuperAdmins, & use all the commands
local SuperAdmins={kill1773}			-- Can set permanent admins, & shutdown the game
local Admins={kill1773}					-- Can ban, crash, & set Moderators/VIP
local Mods={killl1773}					-- Can kick, mute, & use most commands
local VIP={kill1773}					-- Can use nonabusive commands only on self

local Settings={


Prompt:
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder

]]

Response:
--

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1, p2)
	local v1 = nil;
	if type(p1) == "boolean" then
		v1 = "BoolValue";
	elseif type(p1) == "number" then
		v1 = "NumberValue";
	elseif type(p1) == "string" then
		v1 = "StringValue";
	elseif typeof(p1) == "BrickColor" then
		v1 = "BrickColorValue";
	elseif typeof(p1) == "CFrame" then
		v1 = "CFrameValue";
	elseif typeof(p1) == "Color3" then
		v1 = "Color3Value";
	elseif typeof(p1) == "Ray" then
		v1 = "RayValue";
	elseif typeof(p1) == "Vector3" then
		v1 = "Vector3Value";
	elseif typeof(p1) == "Instance" then
		v1 = "ObjectValue";
	end;
	if not v1 then
		u1.Print("Value type not supported", true);
		return;
	end;
	local v2 = Instance.new(v1);
	v2.Value = p1;
	if p2 then
		v2.Parent = p2;
	end;
	return v2;
end;


Prompt:
--[[
    Render the child component so that ExternalEventConnections can be nested like so:
      Roact.createElement(ExternalEventConnection, {
          event = UserInputService.InputBegan,
          callback = inputBeganCallback,
      }, {
          Roact.createElement(ExternalEventConnection, {
              event = UserInputService.InputEnded,
              callback = inputChangedCallback,
          })
    })
]]

Response:
function ExternalEventConnection:render()
	return Roact.oneChild(self.props[Roact.Children])
end

function ExternalEventConnection:didMount()
	local event = self.props.event
	local callback = self.props.callback

	self.connection = event:Connect(callback)
end

function ExternalEventConnection:didUpdate(oldProps)
	if self.props.event ~= oldProps.event or self.props.callback ~= oldProps.callback then
		self.connection:Disconnect()

		self.connection = self.props.event:Connect(self.props.callback)
	end
end

function ExternalEventConnection:willUnmount()
	self.connection:Disconnect()

	self.connection = nil
end

return ExternalEventConnection


Prompt: --Made by Luckymaxer

Response:
Model = script.Parent

Players = game:GetService("Players")
Debris = game:GetService("Debris")

Creator = Model:FindFirstChild("Creator")
Tool = Model:FindFirstChild("Tool")

function DestroyModel()
	Debris:AddItem(Model, 2)
end

if not Creator or not Creator.Value or not Creator.Value:IsA("Player") or not Creator.Value.Parent or not Tool or not Tool.Value or not Tool.Value.Parent then
	DestroyModel()
	return
end

Creator = Creator.Value
Tool = Tool.Value

Character = Creator.Character
if not Character then
	DestroyModel()
	return
end

Creator.Changed:connect(function(Property)
	if Property == "Parent" and not Creator.Parent then
		DestroyModel()
	end
end)

Character.Changed:connect(function(Property)
	if Property == "Parent" and not Character.Parent then
		DestroyModel()
	end
end)

Tool.Changed:connect(function(Property)
	if Property == "Parent" and (not Tool.Parent or (not Tool.Parent:IsA("Backpack") and not Players:GetPlayerFromCharacter(Tool.Parent))) then
		DestroyModel()
	end
end)


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

Response:
settings.PianoSoundRange = 25

settings.KeyAesthetics = true

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


Prompt:
--[=[
	Mounts children to the parent and returns an object which will cleanup and delete
	all children when removed.

	Note that this effectively recursively mounts children and their values, which is
	the heart of the reactive tree.

	```lua
	Blend.New "ScreenGui" {
		Parent = game.Players.LocalPlayer.PlayerGui;
		[Blend.Children] = {
			Blend.New "Frame" {
				Size = UDim2.new(1, 0, 1, 0);
				BackgroundTransparency = 0.5;
			};
		};
	};
	```

	Note since 6.14 you don't need to be explicit about [Blend.Children]. Any number-based
	index in the mounting process will be automatically inferred as children to mount.

	```lua
	Blend.New "ScreenGui" {
		Parent = game.Players.LocalPlayer.PlayerGui;

		Blend.New "Frame" {
			Size = UDim2.new(1, 0, 1, 0);
			BackgroundTransparency = 0.5;
		};
	};
	```

	Rules:

	* `{ Instance }` - Tables of instances are all parented to the parent
	* Brio<Instance> will last for the lifetime of the brio
	* Brio<Observable<Instance>> will last for the lifetime of the brio
		* Brio<Signal<Instance>> will also act as above
		* Brio<Promise<Instance>> will also act as above
		* Brio<{ Instance } will also act as above
	* Observable<Instance> will parent to the parent
		* Signal<Instance> will act as Observable<Instance>
		* ValueObject<Instance> will act as an Observable<Instance>
		* Promise<Instance> will act as an Observable<Instance>
	*  will parent all instances to the parent
	* Observables may emit non-observables (in form of Computed/Dynamic)
		* Observable<Brio<Instance>> will last for the lifetime of the brio, and parent the instance.
		* Observable<Observable<Instance>> occurs when computed returns a value.
	* ValueObject<Instance> will switch to the current value
	* function - Will be invoked as `func(parent)` and then the standard scheme will be applied

	Cleanup:
	* Instances will be cleaned up on unsubscribe

	@param parent Instance
	@param value any
	@return Observable
]=]

Response:
function Blend.Children(parent, value)
	assert(typeof(parent) == "Instance", "Bad parent")

	local observe = Blend._observeChildren(value, parent)

	if observe then
		return observe:Pipe({
			Rx.tap(function(child)
				child.Parent = parent;
			end);
		})
	else
		return Rx.EMPTY
	end
end


Prompt: -- Set the rotation:

Response:
function CamLock.SetRotation(horizontal, vertical)
	SetRotation(horizontal, vertical)
end


Prompt:
--Change this section to add or remove admins by their UserID.
--Parts of the admin panel can be disabled for certain users.
--To find a player's ID, go to their profile and look in the address bar. The number there is your ID.

Response:
_G.panelAdmins = {
	[game.CreatorId] = "kick ban unban shutdown kill broadcast", --Gives the place owner (likely you) full access
	[1199573361] = "kick ban unban shutdown kill broadcast",
	[67890] = "kick ban unban"
}


Prompt:
--[[

	streamable = Streamable.new(parent: Instance, childName: string)

	streamable:Observe(handler: (child: Instance, maid: Maid) -> void): Connection
	streamable:Destroy()

--]]

Response:
local Maid = require(script.Parent.Maid)
local Signal = require(script.Parent.Signal)
local Thread = require(script.Parent.Thread)

local Streamable = {}
Streamable.__index = Streamable

function Streamable.new(parent, childName)

	local self = setmetatable({}, Streamable)

	self._maid = Maid.new()
	self._shown = Signal.new(self._maid)
	self._shownMaid = Maid.new()
	self._maid:GiveTask(self._shownMaid)

	self.Instance = parent:FindFirstChild(childName)

	local function OnInstanceSet()
		local instance = self.Instance
		self._shown:Fire(instance, self._shownMaid)
		self._shownMaid:GiveTask(instance:GetPropertyChangedSignal("Parent"):Connect(function()
			if (not instance.Parent) then
				self._shownMaid:DoCleaning()
			end
		end))
		self._shownMaid:GiveTask(function()
			if (self.Instance == instance) then
				self.Instance = nil
			end
		end)
	end

	local function OnChildAdded(child)
		if (child.Name == childName and not self.Instance) then
			self.Instance = child
			OnInstanceSet()
		end
	end

	self._maid:GiveTask(parent.ChildAdded:Connect(OnChildAdded))
	if (self.Instance) then
		OnInstanceSet()
	end

	return self

end

function Streamable:Observe(handler)
	if (self.Instance) then
		Thread.SpawnNow(handler, self.Instance, self._shownMaid)
	end
	return self._shown:Connect(handler)
end

function Streamable:Destroy()
	self._maid:Destroy()
end

return Streamable


Response:
function module:GetSwordSkin(Skin)
	local inv = game.ReplicatedStorage.Inventory.Swords
    for i,v in pairs(inv.Common:GetChildren()) do
	if v.Name == Skin then
		return v.Value
	else
		for i,v in pairs(inv.Rare:GetChildren()) do
		if v.Name == Skin then
		    return v.Value
		else
			for i,v in pairs(inv.Epic:GetChildren()) do
			if v.Name == Skin then
		        return v.Value
			else
				for i,v in pairs(inv.Legendary:GetChildren()) do
				if v.Name == Skin then
		            return v.Value
				else
				print("Couldn't find the skin info")
				return nil
				end
			end
		end
	end
end
end
end
end
end


Prompt:
-- setup emote chat hook
--game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
--	local emote = ""
--	if (string.sub(msg, 1, 3) == "/e ") then
--		emote = string.sub(msg, 4)
--	elseif (string.sub(msg, 1, 7) == "/emote ") then
--		emote = string.sub(msg, 8)
--	end


Prompt: --Simply put it inside any model with bricks inside

Response:
local prev
local parts = script.Parent:GetChildren()

for i = 1,#parts do
	if (parts[i].className == "Part") or (parts[i].className == "WedgePart") or (parts[i].className == "Seat") or (parts[i].className == "VehicleSeat") or (parts[i].className == "CornerWedgePart") or (parts[i].className == "WedgePart") or (parts[i].className == "UnionOperation") then
		if (prev ~= nil)then
			local weld = Instance.new("Weld")
			weld.Part0 = prev
			weld.Part1 = parts[i]
			weld.C0 = prev.CFrame:inverse()
			weld.C1 = parts[i].CFrame:inverse()
			weld.Parent = prev
		end
		prev = parts[i]
	end
end


Prompt:
--[[
	Creates a new copy of the dictionary and sets a value inside it.
]]

Response:
function Immutable.Set(dictionary, key, value)
	local new = {}

	for key, value in pairs(dictionary) do
		new[key] = value
	end

	new[key] = value

	return new
end


Prompt:
------------------------------------------------------------------------
-- handle locals, globals and upvalues and related processing
-- * search mechanism is recursive, calls itself to search parents
-- * used only in singlevar()
------------------------------------------------------------------------

Response:
function luaY:singlevaraux(fs, n, var, base)
  if fs == nil then  -- no more levels?
    self:init_exp(var, "VGLOBAL", luaP.NO_REG)  -- default is global variable
    return "VGLOBAL"
  else
    local v = self:searchvar(fs, n)  -- look up at current level
    if v >= 0 then
      self:init_exp(var, "VLOCAL", v)
      if base == 0 then
        self:markupval(fs, v)  -- local will be used as an upval
      end
      return "VLOCAL"
    else  -- not found at current level; try upper one
      if self:singlevaraux(fs.prev, n, var, 0) == "VGLOBAL" then
        return "VGLOBAL"
      end
      var.info = self:indexupvalue(fs, n, var)  -- else was LOCAL or UPVAL
      var.k = "VUPVAL"  -- upvalue in this level
      return "VUPVAL"
    end--if v
  end--if fs
end


Prompt:
--[=[
	Provides a data storage facility with an ability to get sub-stores. So you can write
	directly to this store, overwriting all children, or you can have more partial control
	at children level. This minimizes accidently overwriting.
	The big cost here is that we may leave keys that can't be removed.

	@server
	@class DataStoreStage
]=]

Response:
local require = require(script.Parent.loader).load(script)

local BaseObject = require("BaseObject")
local DataStoreDeleteToken = require("DataStoreDeleteToken")
local DataStoreWriter = require("DataStoreWriter")
local Promise = require("Promise")
local PromiseUtils = require("PromiseUtils")
local Signal = require("Signal")
local Table = require("Table")

local DataStoreStage = setmetatable({}, BaseObject)
DataStoreStage.ClassName = "DataStoreStage"
DataStoreStage.__index = DataStoreStage


Prompt:
-- @Context Client
-- Returns the character state script for your local client

Response:
function APICharacterState.GetCharacterState()
	return localCharacterState
end


Prompt: --// All global vars will be wiped/replaced except script

Response:
return function(data)
	local playergui = service.PlayerGui
	local localplayer = service.Players.LocalPlayer
	local gui = service.New("ScreenGui")
	local toggle = service.New("ImageButton", gui)
	local gTable = client.UI.Register(gui)

	if client.UI.Get("HelpButton", gui, true) then
		gui:Destroy()
		gTable:Destroy()
		return nil
	end

	gTable.Name = "HelpButton"
	gTable.CanKeepAlive = false

	toggle.Name = "Toggle"
	toggle.BackgroundTransparency = 1
	toggle.Position = UDim2.new(1, -45, 1, -45)
	toggle.Size = UDim2.new(0, 40, 0, 40)
	toggle.Image = "rbxassetid://357249130"
	toggle.ImageTransparency = 0.5

	--if client.UI.Get("Chat") then
	--	toggle.Position = UDim2.new(1, -(45+40),1, -45)
	--end

	toggle.MouseButton1Down:connect(function()
		local found = client.UI.Get("UserPanel",nil,true)
		if found then
			found.Object:Destroy()
		else
			client.UI.Make("UserPanel",{})
		end
	end)

	gTable:Ready()
end


Prompt: -- Reload animation

Response:
function reload()
	if not reloading then
		reloading=true;
		updateAmmo()
		local reloadTime = tankStats.ReloadTime.Value;

		Loaded = false

		local Timer = 0

		for i = 7, 1, -1 do
			wait(reloadTime/8);
			Timer = Timer + 1

			if Timer >= 2 and Loaded == false then
				GUI.ReloadSound:Play()
				Loaded = true
			end
		end
		wait(reloadTime/8);

		if Timer >= 7 then

		GUI.Loaded.Visible = true

		Timer = 0
			reloading = false;

		end

	end
end

function fire()
	if reloading then return end;

	local APAmmo = tankStats.APAmmo;
	local HEAmmo = tankStats.HEAmmo;

	if currRound.Value == "AP" and APAmmo.Value <= 0 then return end
	if currRound.Value == "HE" and HEAmmo.Value <= 0 then return end

	if currRound.Value == "AP" then
		APAmmo.Value = APAmmo.Value - 1;
	else
		HEAmmo.Value = HEAmmo.Value - 1;
	end

	GUI.Loaded.Visible = false

	local fireScript = tankStats["Fire" .. currRound.Value]:clone();
	fireScript.Parent = parts;
	fireScript.Disabled = false;
	reload(GUI);

end


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

Response:
local v1 = script:FindFirstAncestor("MainUI");
local l__Bricks__2 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks");
local l__TweenService__1 = game:GetService("TweenService");
return function(p1)
	if not workspace:FindFirstChild("SeekMoving", true) then
		warn("cant find elevator!");
		return;
	end;
	local l__PrimaryPart__3 = workspace:FindFirstChild("SeekMoving", true).PrimaryPart;
	p1.stopcam = true;
	p1.freemouse = true;
	p1.hideplayers = -1;
	p1.update();
	local l__CamPos1__4 = l__PrimaryPart__3:FindFirstChild("CamPos1", true);
	local l__CamPos2__5 = l__PrimaryPart__3:FindFirstChild("CamPos2", true);
	local l__CFrame__6 = p1.cam.CFrame;
	local v7 = tick() + 1;
	local l__FieldOfView__8 = p1.cam.FieldOfView;
	for v9 = 1, 100000 do
		task.wait();
		local v10 = l__TweenService__1:GetValue((1 - math.abs(tick() - v7)) / 1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
		if not (tick() <= v7) then
			break;
		end;
		p1.cam.CFrame = l__CFrame__6:Lerp(l__CamPos1__4.WorldCFrame, v10) * p1.csgo;
		p1.cam.FieldOfView = l__FieldOfView__8 + (p1.fovspring - l__FieldOfView__8) * v10;
	end;
	local v11 = CFrame.new(0, 0, 0);
	local v12 = tick() + 2;
	local l__CFrame__13 = p1.cam.CFrame;
	local l__WorldCFrame__14 = l__PrimaryPart__3:FindFirstChild("CamPos2", true).WorldCFrame;
	l__TweenService__1:Create(p1.cam, TweenInfo.new(2, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {
		FieldOfView = 30
	}):Play();
	p1.camShaker:ShakeOnce(8, 0.2, 0.5, 100);
	local l__WorldCFrame__15 = l__CamPos1__4.WorldCFrame;
	local l__WorldCFrame__16 = l__CamPos2__5.WorldCFrame;
	local v17 = tick() + 6.25;
	l__TweenService__1:Create(p1.cam, TweenInfo.new(6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {
		FieldOfView = 60
	}):Play();
	for v18 = 1, 100000 do
		task.wait();
		if not (tick() <= v17) then
			break;
		end;
		p1.cam.CFrame = l__CamPos1__4.WorldCFrame:Lerp(l__CamPos2__5.WorldCFrame, (l__TweenService__1:GetValue((6.25 - math.abs(tick() - v17)) / 6.25, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut))) * p1.csgo;
	end;
	local v19, v20, v21 = CFrame.new(Vector3.new(0, 0, 0), l__PrimaryPart__3.CFrame.LookVector):ToOrientation();
	if math.abs(p1.ax - math.deg(v20)) > 180 then
		p1.ax_t = p1.ax_t - 360;
	end;
	p1.ax_t = math.deg(v20);
	local l__CFrame__22 = p1.cam.CFrame;
	local v23 = tick() + 1;
	local l__FieldOfView__24 = p1.cam.FieldOfView;
	for v25 = 1, 100000 do
		task.wait();
		local v26 = l__TweenService__1:GetValue((1 - math.abs(tick() - v23)) / 1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
		if not (tick() <= v23) then
			break;
		end;
		p1.cam.CFrame = l__CFrame__22:Lerp(p1.basecamcf, v26) * p1.csgo;
		p1.cam.FieldOfView = l__FieldOfView__24 + (p1.fovspring - l__FieldOfView__24) * v26;
	end;
	p1.stopcam = false;
	p1.freemouse = false;
	p1.hideplayers = 1;
	p1.update();
end;


Prompt:
--[=[
	Observes an attribute on an instance.
	@param instance Instance
	@param attributeName string
	@param defaultValue any?
	@return Observable<any>
]=]

Response:
function RxAttributeUtils.observeAttribute(instance, attributeName, defaultValue)
	assert(typeof(instance) == "Instance", "Bad instance")
	assert(type(attributeName) == "string", "Bad attributeName")

	return Observable.new(function(sub)
		local maid = Maid.new()

		local function handleAttributeChanged()
			local attributeValue = instance:GetAttribute(attributeName)
			if attributeValue == nil then
				sub:Fire(defaultValue)
			else
				sub:Fire(attributeValue)
			end
		end

		maid:GiveTask(instance:GetAttributeChangedSignal(attributeName):Connect(handleAttributeChanged))
		handleAttributeChanged()

		return maid
	end)
end


Prompt: -- Use module to insert latest tool

Response:
local GetLatestTool = require(580330877);
if not GetLatestTool then
	return;
end;