Prompt: --Get the data store with key "Leaderboard"

Response:
wait(10)
while true do
	for i,plr in pairs(game.Players:GetChildren()) do--Loop through players
		if plr.UserId>0 then--Prevent errors
			local ps = game:GetService("PointsService")--PointsService
			local w = ps:GetGamePointBalance(plr.UserId)--Get point balance
			if w then
				pcall(function()
				--Wrap in a pcall so if Roblox is down, it won't error and break.
					dataStore:UpdateAsync(plr.UserId,function(oldVal)
				        --Set new value
						return tonumber(w)
					end)
				end)
			end
		end
	end
	local smallestFirst = false--false = 2 before 1, true = 1 before 2
    local numberToShow = 100--Any number between 1-100, how many will be shown
    local minValue = 1--Any numbers lower than this will be excluded
    local maxValue = 10e30--(10^30), any numbers higher than this will be excluded
    local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue)
    --Get data
    local top = pages:GetCurrentPage()--Get the first page
	local data = {}--Store new data
	for a,b in ipairs(top) do--Loop through data
		local userid = b.key--User id
		local points = b.value--Points
		local username = "[Failed To Load]"--If it fails, we let them know
		local s,e = pcall(function()
		 username = game.Players:GetNameFromUserIdAsync(userid)--Get username
		end)
		if not s then--Something went wrong
		   warn("Error getting name for "..userid..". Error: "..e)
		end
		local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150)
		--Make a image of them
		table.insert(data,{username,points,image})--Put new data in new table
	end
	ui.Parent = script
	sf:ClearAllChildren()--Remove old frames
	ui.Parent = sf
	for number,d in pairs(data) do--Loop through our new data
		local name = d[1]
		local val = d[2]
		local image = d[3]
		local color = Color3.new(1,1,1)--Default color
		if number == 1 then
			color = Color3.new(1,1,0)--1st place color
		elseif number == 2 then
			color = Color3.new(0.9,0.9,0.9)--2nd place color
		elseif number == 3 then
			color = Color3.fromRGB(166, 112, 0)--3rd place color
		end
		local new = sample:Clone()--Make a clone of the sample frame
		new.Name = name--Set name for better recognition and debugging
        new.LayoutOrder = number--UIListLayout uses this to sort in the correct order
		new.Image.Image = image--Set the image
		new.Image.Place.Text = number--Set the place
		new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st)
		new.PName.Text = name--Set the username
		new.Value.Text = val--Set the amount of points
		new.Value.TextColor3 = color--Set the place color (Gold = 1st)
		new.PName.TextColor3 = color--Set the place color (Gold = 1st)
		new.Parent = sf--Parent to scrolling frame
	end
	wait()
	sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y)
	--Give enough room for the frames to sit in
	wait(60)
end


Response:
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
        if key == "a" then
            	a = true
        elseif key == "d" then
                d = true
        elseif key == "w" then
                w = true
                rwd.Throttle = 1
				rwd.Torque = tq
				lwd.Throttle = 1
				lwd.Torque = ftq
				rrwd.Throttle = 1
				rrwd.Torque = ftq
				rwd.MaxSpeed = 136
				lwd.MaxSpeed = 136
				rrwd.MaxSpeed = 136
                carSeat.Throttle = 1
                carSeat.Torque = 0
                elseif key == "s" then
                s = true
                carSeat.Throttle = 0
                carSeat.Torque = 0
				rwd.Throttle = -1
				rwd.Torque = brk
				lwd.Throttle = -1
				lwd.Torque = brk
				rrwd.Throttle = -1
				rrwd.Torque = brk
				rwd.MaxSpeed = 25
				lwd.MaxSpeed = 25
				rrwd.MaxSpeed = 25
                end
end)

mouse.KeyUp:connect(function (key)
    key = string.lower(key)
        if key == "a" then
                print("a up")
                if d == false then
                m.DesiredAngle = 0
                        n.DesiredAngle = m.DesiredAngle
                end
        elseif key == "d" then
                print("d up")
                if a == false then
                m.DesiredAngle = 0
                        n.DesiredAngle = m.DesiredAngle
end
        end
        a = false
        d = false
end)

mouse.KeyUp:connect(function (key)
    key = string.lower(key)
if key == "w" or key == "s" then
        rwd.Throttle = 0
        rwd.Torque = 0
	    lwd.Throttle = 0
		lwd.Torque = 0
		rrwd.Throttle = 0
		rrwd.Torque = 0

       carSeat.Throttle = 0
carSeat.Torque = cst
        end
end)

limitButton.MouseButton1Click:connect(function()


Prompt: --Update RPM

Response:
local function RPM()
	--Neutral Gear
	if _CGear==0 then _ClutchOn = false end
	throt = script.Parent.Values.Throttle.Value
	if game.Players.LocalPlayer.PlayerGui["A-Chassis Interface"].AC6_Stock_Gauges.SelfDrive:GetAttribute("Enabled") == false then
		throt = _GThrot
	end

	--Car Is Off
	local revMin = _Tune.IdleRPM
	if not _IsOn then
		revMin = 0
		_CGear = 0
		_ClutchOn = false
		throt = _Tune.IdleThrottle/100
	end

	--Determine RPM
	local maxSpin=0
	for _,v in pairs(Drive) do
		if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
	end
	if _ClutchOn then
		local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
		local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
		_RPM = _RPM*clutchP  +  aRPM*(1-clutchP)
	else
		if throt-(_Tune.IdleThrottle/100)>0 then
			if _RPM>_Tune.Redline then
				_RPM = _RPM-_Tune.RevBounce*2
			else
				_RPM = math.min(_RPM+_Tune.RevAccel*throt,_Tune.Redline+100)
			end
		else
			_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
		end
	end

	--Rev Limiter
	_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
	if _RPM>_Tune.Redline then
		if _CGear<#_Tune.Ratios-2 then
			_RPM = _RPM-_Tune.RevBounce
		else
			_RPM = _RPM-_Tune.RevBounce*.5
		end
	end
end


Prompt: --Even though on() looks usless, it NEEDS to be there. Please don't edit this. If you do, it WILL NOT work!


Prompt: --[[Weight and CG]]

Response:
	Tune.Weight			= 1500		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible

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

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


Prompt: --------LEFT DOOR --------

Response:
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)

game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "13"


Prompt:
--[[
	Recalculates this Computed's cached value and dependencies.
	Returns true if it changed, or false if it's identical.
]]

Response:
function class:update()
	-- remove this object from its dependencies' dependent sets
	for dependency in pairs(self.dependencySet) do
		dependency.dependentSet[self] = nil
	end

	-- we need to create a new, empty dependency set to capture dependencies
	-- into, but in case there's an error, we want to restore our old set of
	-- dependencies. by using this table-swapping solution, we can avoid the
	-- overhead of allocating new tables each update.
	self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
	table.clear(self.dependencySet)

	local ok, newValue = captureDependencies(self.dependencySet, self._callback)

	if ok then
		local oldValue = self._value
		self._value = newValue

		-- add this object to the dependencies' dependent sets
		for dependency in pairs(self.dependencySet) do
			dependency.dependentSet[self] = true
		end

		return oldValue ~= newValue
	else
		-- this needs to be non-fatal, because otherwise it'd disrupt the
		-- update process
		logErrorNonFatal("computedCallbackError", newValue)

		-- restore old dependencies, because the new dependencies may be corrupt
		self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet

		-- restore this object in the dependencies' dependent sets
		for dependency in pairs(self.dependencySet) do
			dependency.dependentSet[self] = true
		end

		return false
	end
end

local function Computed(callback: () -> any)
	local self = setmetatable({
		type = "State",
		kind = "Computed",
		dependencySet = {},
		-- if we held strong references to the dependents, then they wouldn't be
		-- able to get garbage collected when they fall out of scope
		dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
		_oldDependencySet = {},
		_callback = callback,
		_value = nil,
	}, CLASS_METATABLE)

	initDependency(self)
	self:update()

	return self
end

return Computed


Prompt: --// Renders

Response:
L_70_:connect(function()
	if L_14_ then
		L_113_, L_114_ = L_113_ or 0, L_114_ or 0
		if L_116_ == nil or L_115_ == nil then
			L_116_ = L_26_.C0
			L_115_ = L_26_.C1
		end

		local L_210_ = (math.sin(L_107_ * L_109_ / 2) * L_108_)
		local L_211_ = (math.sin(L_107_ * L_109_) * L_108_)
		local L_212_ = CFrame.new(L_210_, L_211_, 0.02)

		if L_104_ then
			L_107_ = L_107_ + .017
			if L_21_.WalkAnimEnabled == true then
				L_105_ = L_212_
			else
				L_105_ = CFrame.new()
			end
		else
			L_107_ = 0
			L_105_ = CFrame.new()
		end

		L_103_.t = Vector3.new(L_98_, L_99_, 0)
		local L_213_ = L_103_.p
		local L_214_ = L_213_.X / L_100_ * (L_41_ and L_102_ or L_101_)
		local L_215_ = L_213_.Y / L_100_ * (L_41_ and L_102_ or L_101_)

		if L_41_ then
			L_94_ = CFrame.Angles(math.rad(-L_214_), math.rad(L_214_), math.rad(L_215_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_214_))
		elseif not L_41_ then
			L_94_ = CFrame.Angles(math.rad(-L_215_), math.rad(-L_214_), math.rad(-L_214_)) * CFrame.fromAxisAngle(L_25_.Position, math.rad(-L_215_))
		end

		if L_21_.SwayEnabled ==  true then
			L_26_.C0 = L_26_.C0:lerp(L_116_ * L_94_ * L_105_, 0.1)
		else
			L_26_.C0 = L_26_.C0:lerp(L_116_ * L_105_, 0.1)
		end

		if L_44_ and not L_47_ and L_49_ and not L_41_ and not L_43_ and not Shooting then
			L_26_.C1 = L_26_.C1:lerp(L_26_.C0 * L_21_.SprintPos, 0.1)
		elseif not L_44_ and not L_47_ and not L_49_ and not L_41_ and not L_43_ and not Shooting then
			L_26_.C1 = L_26_.C1:lerp(CFrame.new(), 0.1)
		end

		if L_41_ and not L_44_ then
			L_57_ = L_21_.AimCamRecoil
			L_56_ = L_21_.AimGunRecoil
			L_58_ = L_21_.AimKickback

			if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then
				L_26_.C1 = L_26_.C1:lerp(L_26_.C0 * CFrame.new(L_91_.position), 0.12)

				L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true
				L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_32_
				L_71_.MouseDeltaSensitivity = L_32_
			end
		elseif not L_41_ and not L_44_ and L_14_ then
			if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then
				L_26_.C1 = L_26_.C1:lerp(CFrame.new(L_91_.position) * L_92_, 0.1)

				L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false
				L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_32_
				L_71_.MouseDeltaSensitivity = L_33_
			end
		end

		if Recoiling then
			L_5_.CoordinateFrame = L_5_.CoordinateFrame *  CFrame.fromEulerAnglesXYZ(math.rad(L_57_ * math.random(0, 3)), math.rad(L_57_ * math.random(-1, 1)), math.rad(L_57_ * math.random(-1, 1)))
			L_26_.C0 = L_26_.C0:lerp(L_26_.C0 * CFrame.new(0, 0, L_56_) * CFrame.Angles(-math.rad(L_58_), 0, 0), 0.3)
		elseif not Recoiling then
			L_26_.C0 = L_26_.C0:lerp(CFrame.new(), 0.2)
		end

		if L_42_ then
			L_3_:WaitForChild('Humanoid').Jump = false
		end

		if L_14_ then
			L_5_.FieldOfView = L_5_.FieldOfView * (1 - L_21_.ZoomSpeed) + (L_64_ * L_21_.ZoomSpeed)
			if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then
				L_57_ = L_21_.AimCamRecoil
				L_56_ = L_21_.AimGunRecoil
				L_58_ = L_21_.AimKickback

				L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true
				L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_32_
				L_71_.MouseDeltaSensitivity = L_32_
			elseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_41_ then
				L_57_ = L_21_.camrecoil
				L_56_ = L_21_.gunrecoil
				L_58_ = L_21_.Kickback

				L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false
				L_23_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_32_
				L_71_.MouseDeltaSensitivity = L_33_
			end
		end

		if L_14_ then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then
			L_4_.TargetFilter = game.Workspace
			local L_216_ =  L_3_:WaitForChild("HumanoidRootPart").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild("Humanoid").CameraOffset)
			L_29_.C0 = L_8_.CFrame:toObjectSpace(L_216_)
			L_29_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)
			L_71_.MouseIconEnabled = false
		end

		if L_14_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then
			L_4_.Icon = "http://www.roblox.com/asset?id=" .. L_21_.TPSMouseIcon
			L_71_.MouseIconEnabled = true

			if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
				L_3_['Right Arm'].LocalTransparencyModifier = 1
				L_3_['Left Arm'].LocalTransparencyModifier = 1
			end
		end;
	end
end)


Prompt:
--[[ How to use BouncePlatforms

LocalScript:
	BouncePlatforms.new(part, {
		debounce = 0.2,
		bounceVector = Vector3.new(0, 1, 0),
		bounceForce = 2000,
	})

	BouncePlatforms:enable()

]]

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

local BouncePlatform = require(script.BouncePlatform)
local BouncePlatformConstants = require(script.BouncePlatformConstants)

local BOUNCY_TAG = BouncePlatformConstants.BOUNCY_TAG
local DEBUG = false
local HIPHEIGHT_BUFFER = 2
local RAYCAST_DETECTION_OFFSETS = {
	Vector2.new(-1, 0.5),
	Vector2.new(0, 0.5),
	Vector2.new(1, 0.5),
	Vector2.new(0, 0),
	Vector2.new(-1, -0.5),
	Vector2.new(0, -0.5),
	Vector2.new(1, -0.5),
}

local player = Players.LocalPlayer

local function _assert(part)
	assert(part ~= nil, "Part expected got nil")
	assert(typeof(part) == "Instance", "expected Instance got " .. typeof(part))
	assert(part.ClassName == "MeshPart" or part.ClassName == "Part", "expected MeshPart or Part got " .. part.ClassName)
end

local function getModelMass(model)
	local totalMass = 0

	for _, basepart in pairs(model:GetDescendants()) do
		if basepart:IsA("BasePart") then
			totalMass += basepart:GetMass()
		end
	end

	return totalMass
end

local BouncePlatforms = {
	ActiveBouncePlatforms = {},
}

function BouncePlatforms.new(part, config)
	_assert(part)

	local bouncePlatform = BouncePlatform.new(part, config)

	BouncePlatforms.ActiveBouncePlatforms[bouncePlatform.platform] = bouncePlatform

	if DEBUG then
		bouncePlatform:_debug(bouncePlatform)
	end

	return bouncePlatform
end

function BouncePlatforms:_detect(raycastParams, length)
	local raycastResults = {}

	local lookVector = player.Character.PrimaryPart.CFrame.LookVector
	local rightVector = player.Character.PrimaryPart.CFrame.RightVector

	for _, cell in pairs(RAYCAST_DETECTION_OFFSETS) do
		local offsetX = rightVector * cell.X
		local offsetZ = lookVector * cell.Y
		local origin = (player.Character.PrimaryPart.Position + offsetZ + offsetX)
		local raycastResult = workspace:Raycast(origin, Vector3.new(0, -length, 0), raycastParams)

		if raycastResult and raycastResult.Instance then
			table.insert(raycastResults, raycastResult)
		end
	end

	return raycastResults
end

function BouncePlatforms:_checkForBouncePlatforms()
	if not player.Character then
		return
	end

	if not player.Character.PrimaryPart then
		return
	end

	local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
	if not humanoid then
		return
	end

	local length = humanoid.HipHeight + HIPHEIGHT_BUFFER
	local raycastParams = RaycastParams.new()
	raycastParams.FilterDescendantsInstances = CollectionService:GetTagged(BOUNCY_TAG)
	raycastParams.FilterType = Enum.RaycastFilterType.Whitelist

	local raycastResults = BouncePlatforms:_detect(raycastParams, length)

	for _, raycastResult in pairs(raycastResults) do
		local platformInstance = raycastResult.Instance

		local bouncePlatform = BouncePlatforms:getBouncePlatformFromInstance(platformInstance)

		if not bouncePlatform or (bouncePlatform and not bouncePlatform.enabled) then
			return
		end

		local currentTime = os.clock()

		if currentTime - bouncePlatform.lastBouncedAt >= bouncePlatform.debounce then
			bouncePlatform.lastBouncedAt = currentTime

			player.Character.PrimaryPart.Velocity = Vector3.new(0, 0, 0)

			local momentum = bouncePlatform.bounceVector * bouncePlatform.bounceForce * player.Character.PrimaryPart.AssemblyMass

			player.Character.PrimaryPart:ApplyImpulse(momentum)

			bouncePlatform:_onBounced()

			return
		end
	end
end

function BouncePlatforms:enable()
	if BouncePlatforms.HeartbeatConnection then
		BouncePlatforms:disable()
	end

	BouncePlatforms.HeartbeatConnection = RunService.Heartbeat:Connect(function()
		BouncePlatforms:_checkForBouncePlatforms()
	end)
end

function BouncePlatforms:disable()
	if BouncePlatforms.HeartbeatConnection then
		BouncePlatforms.HeartbeatConnection:Disconnect()
		BouncePlatforms.HeartbeatConnection = nil
	end
end

function BouncePlatforms:getBouncePlatformFromInstance(platform)
	return BouncePlatforms.ActiveBouncePlatforms[platform]
end

function BouncePlatforms:getActiveBouncePlatforms()
	return BouncePlatforms.ActiveBouncePlatforms
end

return BouncePlatforms


Prompt: -- Create component

Response:
local Component = Cheer.CreateComponent('Tooltip', View);

local Connections = {};

function Component.Start(Text)

	-- Hide the view
	View.Visible = false;

	-- Set the tooltip text
	View.Text = Text;

	-- Show the tooltip on hover
	Connections.ShowOnEnter = Support.AddGuiInputListener(View.Parent, 'Began', 'MouseMovement', true, Component.Show);
	Connections.HideOnLeave = Support.AddGuiInputListener(View.Parent, 'Ended', 'MouseMovement', true, Component.Hide);

	-- Clear connections when the component is removed
	Cheer.Bind(Component.OnRemove, ClearConnections);

	-- Return component for chaining
	return Component;

end;

function Component.Show()
	View.Size = UDim2.new(0, View.TextBounds.X + 10, 0, View.TextBounds.Y + 10);
	View.Position = UDim2.new(0.5, -View.AbsoluteSize.X / 2, 1, 3);
	View.Visible = true;
end;

function Component.Hide()
	View.Visible = false;
end;

function ClearConnections()
	-- Clears out temporary connections

	for ConnectionKey, Connection in pairs(Connections) do
		Connection:disconnect();
		Connections[ConnectionKey] = nil;
	end;

end;

return Component;


Prompt: -- General variables

Response:
local ThisTool = script.Parent.Parent
local MainScript = ThisTool:WaitForChild("Main")
local SegwayController = MainScript:WaitForChild("SegwayController")
local ToolStatus = ThisTool:WaitForChild("ToolStatus")
local Wings = {"Left Wing","Right Wing"}


Prompt:
---- IconMap ----
-- Image size: 256px x 256px
-- Icon size: 16px x 16px
-- Padding between each icon: 2px
-- Padding around image edge: 1px
-- Total icons: 14 x 14 (196)

Response:
local Icon do
	local iconMap = 'http://www.roblox.com/asset/?id=' .. MAP_ID
	game:GetService('ContentProvider'):Preload(iconMap)
	local iconDehash do
		-- 14 x 14, 0-based input, 0-based output
		local f=math.floor
		function iconDehash(h)
			return f(h/14%14),f(h%14)
		end
	end

	function Icon(IconFrame,index)
		local row,col = iconDehash(index)
		local mapSize = Vector2.new(256,256)
		local pad,border = 2,1
		local iconSize = 16

		local class = 'Frame'
		if type(IconFrame) == 'string' then
			class = IconFrame
			IconFrame = nil
		end

		if not IconFrame then
			IconFrame = Create(class,{
				Name = "Icon";
				BackgroundTransparency = 1;
				ClipsDescendants = true;
				Create('ImageLabel',{
					Name = "IconMap";
					Active = false;
					BackgroundTransparency = 1;
					Image = iconMap;
					Size = UDim2.new(mapSize.x/iconSize,0,mapSize.y/iconSize,0);
				});
			})
		end

		IconFrame.IconMap.Position = UDim2.new(-col - (pad*(col+1) + border)/iconSize,0,-row - (pad*(row+1) + border)/iconSize,0)
		return IconFrame
	end
end


Prompt: --// # key, ally

Response:
mouse.KeyDown:connect(function(key)
	if key=="]" then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.Remotes.AllyEvent:FireServer(true)
	end
end)


Prompt: --- Emulates tabstops with spaces

Response:
function Util.EmulateTabstops(text, tabWidth)
	local result = ""
	for i = 1, #text do
		local char = text:sub(i, i)

		result = result .. (char == "\t" and string.rep(" ", tabWidth - #result % tabWidth) or char)
	end
	return result
end

function Util.Mutex()
	local queue = {}
	local locked = false

	return function ()
		if locked then
			table.insert(queue, coroutine.running())
			coroutine.yield()
		else
			locked = true
		end

		return function()
			if #queue > 0 then
				coroutine.resume(table.remove(queue, 1))
			else
				locked = false
			end
		end
	end
end

return Util


Prompt:
--[=[
	@return Promise
	Starts Knit. Should only be called once per client.
	```lua
	Knit.Start():andThen(function()
		print("Knit started!")
	end):catch(warn)
	```

	By default, service methods exposed to the client will return promises.
	To change this behavior, set the `ServicePromises` option to `false`:
	```lua
	Knit.Start({ServicePromises = false}):andThen(function()
		print("Knit started!")
	end):catch(warn)
	```
]=]

Response:
function KnitClient.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 pairs(defaultOptions) do
			if selectedOptions[k] == nil then
				selectedOptions[k] = v
			end
		end
	end
	if type(selectedOptions.PerServiceMiddleware) ~= "table" then
		selectedOptions.PerServiceMiddleware = {}
	end

	return Promise.new(function(resolve)

		-- Init:
		local promisesStartControllers = {}

		for _,controller in pairs(controllers) do
			if type(controller.KnitInit) == "function" then
				table.insert(promisesStartControllers, Promise.new(function(r)
					debug.setmemorycategory(controller.Name)
					controller:KnitInit()
					r()
				end))
			end
		end

		resolve(Promise.all(promisesStartControllers))

	end):andThen(function()

		-- Start:
		for _,controller in pairs(controllers) do
			if type(controller.KnitStart) == "function" then
				task.spawn(function()
					debug.setmemorycategory(controller.Name)
					controller:KnitStart()
				end)
			end
		end

		startedComplete = true
		onStartedComplete:Fire()

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

	end)

end


Prompt:
--- Solve direction and length of the ray by comparing current and last frame's positions
-- @param point type

Response:
function solver:Solve(point: {[string]: any}): (Vector3, Vector3)
	--- If LastPosition is nil (caused by if the hitbox was stopped previously), rewrite its value to the current point position
	if not point.LastPosition then
		point.LastPosition = point.Instances[1].WorldPosition
	end

	local origin: Vector3 = point.Instances[1].WorldPosition
	local direction: Vector3 = point.Instances[1].WorldPosition - point.LastPosition

	return origin, direction
end

function solver:UpdateToNextPosition(point: {[string]: any}): Vector3
	return point.Instances[1].WorldPosition
end

function solver:Visualize(point: {[string]: any}): CFrame
	return CFrame.lookAt(point.Instances[1].WorldPosition, point.LastPosition)
end

return solver


Prompt:
--[[
	Novena Constraint Type: Motorcycle
			The Bike Chassis

				SecondLogic | Inspare (thanks!)
				Avxnturador | Novena
--]]

Response:
local autoscaling	= true					--Estimates top speed

local UNITS	= {								--Click on speed to change units

	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 370				,
		spInc			= 40				, -- Increment between labelled notches
	},
											--First unit is default
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 230				,
		spInc			= 20				, -- Increment between labelled notches
	},

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


Response:
	,EnableStatusUI = false				--- Don't disabled it...
	,RunWalkSpeed = 22
	,NormalWalkSpeed = 16
	,SlowPaceWalkSpeed = 8
	,CrouchWalkSpeed = 8
	,ProneWalksSpeed = 4

	,EnableHunger = false				--- Hunger and Thirst system
	,HungerWaitTime = 25

	,CanDrown = true 					--- Welp.. That's it

	,EnableStamina = true 				--- Weapon Sway based on stamina
	,RunValue = 1						--- Stamina consumption
	,StandRecover = .25					--- Stamina recovery while stading
	,CrouchRecover = .5					--- Stamina recovery while crouching
	,ProneRecover = 1					--- Stamina recovery while lying

	,EnableGPS = false					--- GPS shows your allies around you
	,GPSdistance = 150

	,InteractionMenuKey = Enum.KeyCode.F15


Prompt:
--	====================
--	BASIC
--	A basic settings for the gun
--	====================

Response:
		UseCommonVisualEffects = true; --Enable to use default visual effect folder named "Common". Otherwise, use visual effect with specific tool name (ReplicatedStorage -> Miscs -> GunVisualEffects)
		AutoReload = true; --Reload automatically when you run out of mag; disabling it will make you reload manually

		PrimaryHandle = "Handle";
		SecondaryHandle = "Handle2"; --Check "DualWeldEnabled" for detail

		CustomGripEnabled = false; --NOTE: Must disable "RequiresHandle" first
		CustomGripName = "Handle";
		CustomGripPart0 = {"Character", "Right Arm"}; --Base
		CustomGripPart1 = {"Tool", "Handle"}; --Target
		AlignC0AndC1FromDefaultGrip = true;
		CustomGripCFrame = false;
		CustomGripC0 = CFrame.new(0, 0, 0);
		CustomGripC1 = CFrame.new(0, 0, 0);

		--CustomGripPart[0/1] = {Ancestor, InstanceName}
		--Supported ancestors: Tool, Character
		--NOTE: Don't set "CustomGripName" to "RightGrip"


Prompt: -- set the text of the TextLabel to the current date and time with AM/PM

Response: textLabel.Text = currentTimeString


Prompt: --// Animations

Response:
	-- Idle Anim
	IdleAnim = function(char, speed, objs)
		TweenJoint(objs[2],  nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
		TweenJoint(objs[3],  nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.18)
	end;

	-- FireMode Anim
	FireModeAnim = function(char, speed, objs)
		TweenJoint(objs[1],  nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.1)
		TweenJoint(objs[2],  nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.25)
		objs[4]:WaitForChild("Click"):Play()
	end;

	-- Reload Anim
	ReloadAnim = function(char, speed, objs)
		TweenJoint(objs[2],  nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5)
		TweenJoint(objs[3],  nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)
		wait(0.5)

		local MagC = Tool:WaitForChild("Mag"):clone()
		MagC:FindFirstChild("Mag"):Destroy()
		MagC.Parent = Tool
		MagC.Name = "MagC"
		local MagCW = Instance.new("Motor6D")
		MagCW.Part0 = MagC
		MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
		MagCW.Parent = MagC
		MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)
		objs[4].Transparency = 1

		objs[6]:WaitForChild("MagOut"):Play()

		TweenJoint(objs[3],  nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)
		TweenJoint(objs[2],  nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1)
		wait(0.1)
		TweenJoint(objs[2],  nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3)
		wait(0.6)
		objs[6]:WaitForChild('MagIn'):Play()
		TweenJoint(objs[3],  nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)
		wait(0.4)
		MagC:Destroy()
		objs[4].Transparency = 0
	end;

	BoltBackAnim = function(char, speed, objs)
			TweenJoint(objs[3],  nil , CFrame.new(-0.723402083, 0.561492503, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0, 1.19248806e-08, 1, 0.173648179, -0.98480773, 1.17437144e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.1)
			TweenJoint(objs[2],  nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.3)
			objs[5]:WaitForChild("BoltBack"):Play()
			TweenJoint(objs[2],  nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[1],  nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[3],  nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.2)
		end;

		BoltForwardAnim = function(char, speed, objs)
			objs[5]:WaitForChild("BoltForward"):Play()
			TweenJoint(objs[1],  nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
			TweenJoint(objs[2],  nil , CFrame.new(-0.674199283, -1.50949407, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.1)
			TweenJoint(objs[3],  nil , CFrame.new(-0.723402083, 0.653734565, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, -0.00113785546, 0.00645311177, 0.999978542, 0.173644453, -0.98478663, 0.00655265898), function(X) return math.sin(math.rad(X)) end, 0.2)
			wait(0.1)
		end;

		-- Bolting Back
		BoltingBackAnim = function(char, speed, objs)
			TweenJoint(objs[1],  nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001)
		end;

		BoltingForwardAnim = function(char, speed, objs)
			TweenJoint(objs[1],  nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001)
		end;

		InspectAnim = function(char, speed, objs)
			ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()
			wait(1)
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()
			wait(1)
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
			ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
			wait(1)
			local MagC = Tool:WaitForChild("Mag"):clone()
			MagC:FindFirstChild("Mag"):Destroy()
			MagC.Parent = Tool
			MagC.Name = "MagC"
			local MagCW = Instance.new("Motor6D")
			MagCW.Part0 = MagC
			MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
			MagCW.Parent = MagC
			MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)
			Tool.Mag.Transparency = 1
			Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play()

			ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
			ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
			wait(0.13)
			ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
			wait(0.20)
			ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()
			wait(0.8)
			ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
			wait(0.5)
			Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play()
			ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
			wait(0.3)
			MagC:Destroy()
			Tool.Mag.Transparency = 0
			wait(0.1)
		end;

		nadeReload = function(char, speed, objs)
			ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
			ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
			wait(0.6)
			ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
			wait(0.6)
		end;

		AttachAnim = function(char, speed, objs)
			TweenJoint(objs[1],  nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[2],  nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.18)
		end;

		-- Patrol Anim
		PatrolAnim = function(char, speed, objs)
			TweenJoint(objs[1],  nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[2],  nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.18)
		end;

	}

return Settings


Response:
This = script.Parent
CustomLabel = require(This.Parent.Parent.Parent.CustomLabel)
Characters = require(script.Characters)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

This.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor)
  --custom indicator code--
  ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or tostring(SF) == "1" and "1S" or SF))
end

function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do
			for r=1,13 do
				This.Display["DIG"..ID]["D"..r].Color = (l:sub(r,r) == "1" and DisplayColor or DisabledColor)
				This.Display["DIG"..ID]["D"..r].Material = (l:sub(r,r) == "1" and "Neon" or "Neon")
			end
		end
	end
end


Prompt: --Mobile Support--

Response:
local Buttons = script.Parent:WaitForChild("Buttons")
local Left = Buttons:WaitForChild("Left")
local Right = Buttons:WaitForChild("Right")
local Brake = Buttons:WaitForChild("Brake")
local Gas = Buttons:WaitForChild("Gas")
local Handbrake = Buttons:WaitForChild("Handbrake")

if UserInputService.TouchEnabled and not UserInputService.MouseEnabled then
	Buttons.Visible = true
end
local function LeftTurn(Touch, GPE)
	if Touch.UserInputState == Enum.UserInputState.Begin then
		_GSteerT = -1
		_SteerL = true
	else
		if _SteerR then
			_GSteerT = 1
		else
			_GSteerT = 0
		end
		_SteerL = false
	end
end
Left.InputBegan:Connect(LeftTurn)
Left.InputEnded:Connect(LeftTurn)


Prompt:
--[=[
	Yields the current thread until the given Promise completes. Returns the Promise's status, followed by the values that the promise resolved or rejected with.

	@yields
	@return Status -- The Status representing the fate of the Promise
	@return ...any -- The values the Promise resolved or rejected with.
]=]

Response:
function Promise.prototype:awaitStatus()
	self._unhandledRejection = false

	if self._status == Promise.Status.Started then
		local bindable = Instance.new("BindableEvent")

		self:finally(function()
			bindable:Fire()
		end)

		bindable.Event:Wait()
		bindable:Destroy()
	end

	if self._status == Promise.Status.Resolved then
		return self._status, unpack(self._values, 1, self._valuesLength)
	elseif self._status == Promise.Status.Rejected then
		return self._status, unpack(self._values, 1, self._valuesLength)
	end

	return self._status
end

local function awaitHelper(status, ...)
	return status == Promise.Status.Resolved, ...
end


Prompt: --[[Susupension]]

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

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.FSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.RSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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

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


Prompt: -- Runs to modify the player after they've gotten an upgrade

Response:
function UpgradeManager:SetWalkspeedToCurrentUpgrade(player)
	local stats = player:WaitForChild("stats")
	local playerUpgrades = stats:WaitForChild(GameSettings.upgradeName)
	local points = stats:WaitForChild(GameSettings.pointsName)

	--Change the players movement speed
	local character = player.Character or player.CharacterAdded:wait()
	local humanoid = character:WaitForChild("Humanoid")
	humanoid.WalkSpeed = GameSettings.movementSpeed(playerUpgrades.Value)
end


Prompt: --[[ The Module ]]

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

local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()

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

	self.isMouseLocked = false
	self.savedMouseCursor = nil
	self.boundKeys = {Enum.KeyCode.LeftControl} -- defaults

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

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

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

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

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

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

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

	self:UpdateMouseLockAvailability()

	return self
end

function MouseLockController:GetIsMouseLocked()
	return self.isMouseLocked
end

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

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

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

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

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

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

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


Prompt: --Give panel on login/respawn

Response:
game.Players.PlayerAdded:connect(function(player)
	player.CharacterAdded:connect(function(character)

		wait()

		local player = game.Players:GetPlayerFromCharacter(character)

		givePanel(player)

	end)
end)


Prompt:
--[[
Note to self replace this with a general
function in the main server later

]]

Response:
wait(1);
local TS = game.TweenService;
local R = Random.new(tick()*os.time());

local OnTime = {5,10};
local WaitTime = {5,10}; -- Time between turning on

local N = script.Parent.Parent.Neon;
local A = script.Parent;
function Start ()

	N.A1.A.Enabled = true;
	A.Alarm:Play();
	N.A1.Light.Enabled = true;
	wait(2);
	N.A1.Glow.Enabled = true;
	wait(1);
	A.Alarm:Stop();
	A.Start:Play();
	N.A4.Smoke.Enabled = true;

	spawn(function ()
		wait(3.0);
		A.Mid:Play();
	end);
	wait(1.5);
	N.A1.BLaser1.Enabled = true;
	N.A1.BLaser2.Enabled = true;

	for i, child in pairs(N.A3:GetChildren()) do
		child.Enabled = true;
	end

end

function Spin ()

end

function Update ()

	-- Spin

end

function End ()

	A.Alarm:Play();
	A.End:Play();

	wait(0.2);
	A.Mid:Stop();
	wait(0.5);
	A.Alarm:Stop();

	N.A1.Light.Enabled = false;
	N.A4.Smoke.Enabled = false;
	N.A1.A.Enabled = false;
	N.A1.Glow.Enabled = false;
	N.A1.BLaser1.Enabled = false;
	N.A1.BLaser2.Enabled = false;

	for i, child in pairs(N.A3:GetChildren()) do
		child.Enabled = false;
	end

end

wait(4);
while true do

	local Total = R:NextNumber(OnTime[1], OnTime[2]);

	Start ();

	for i = 0, Total, 1 do
		Update();
		wait(1);
	end
	End();
	wait(R:NextNumber(WaitTime[1], WaitTime[2]));
end


Prompt:
--[=[
	Same as [Rx.of] but wraps it in a Brio.

	@param ... T
	@return Observable<Brio<T>>
]=]

Response:
function RxBrioUtils.of(...)
	return Rx.of(...):Pipe({
		RxBrioUtils.toBrio()
	})
end


Prompt: --!strict

Response:
type Object = { [string]: any }
type Array<T> = { [number]: T }

local function freeze<T>(t: T & (Object | Array<any>)): T
	-- Luau FIXME: model freeze better so it passes through the type constraint and doesn't erase
	return (table.freeze(t) :: any) :: T
end

return freeze


Prompt: --local GENERATION_SEED	= math.random(1266073872) 	-- Seed for determining the main height map of the terrain.

Response:
local rnd				= Random.new(os.time())-- мой Id 1266073872
local GENERATION_SEED	= rnd:NextNumber()		-- Seed for determining the main height map of the terrain.
local RADIUS			= game.Workspace.Village.Radius.Value/2/CHUNK_SCALE -- CHUNK_SCALE*5			-- радиус деревни
local R_SCALE			= 3					-- растояние пологости от деревни в её радиусах


Prompt: -- Represents a FastCastBehavior :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/fcbehavior/

Response:
export type FastCastBehavior = {
	RaycastParams: RaycastParams?,
	TravelType: string,
	MaxDistance: number,
	Lifetime: number,
	Acceleration: Vector3,
	HighFidelityBehavior: number,
	HighFidelitySegmentSize: number,
	CosmeticBulletTemplate: Instance?,
	CosmeticBulletProvider: any, -- Intended to be a PartCache. Dictated via TypeMarshaller.
	CosmeticBulletContainer: Instance?,
	RaycastHitbox: GenericTable,
	CurrentCFrame: CFrame,
	ModifiedDirection: Vector3,
	AutoIgnoreContainer: boolean,
	HitEventOnTermination: boolean,
	Hitscan: boolean,
	CanPenetrateFunction: CanPenetrateFunction,
	CanHitFunction: CanHitFunction,
}


Prompt: -- ROBLOX FIXME: Can we define ClientChatModules statically in the project config

Response:
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end)
if ChatLocalization == nil then ChatLocalization = { Get = function(self, key, default) return default end } end

function ProcessMessage(message, ChatWindow, ChatSettings)
	if string.sub(message, 1, 3):lower() ~= "/c " then
		return false
	end

	local channelName = string.sub(message, 4)

	local targetChannel = ChatWindow:GetChannel(channelName)
	if targetChannel then
		ChatWindow:SwitchCurrentChannel(channelName)
		if not ChatSettings.ShowChannelsBar then
			local currentChannel = ChatWindow:GetCurrentChannel()
			if currentChannel then
				util:SendSystemMessageToSelf(
					string.gsub(ChatLocalization:Get(
						"GameChat_SwitchChannel_NowInChannel",
						string.format("You are now chatting in channel: '%s'", channelName),
						{RBX_NAME = channelName}
					),"{RBX_NAME}",channelName),
					targetChannel, {}
				)
			end
		end
	else
		local currentChannel = ChatWindow:GetCurrentChannel()
		if currentChannel then
			util:SendSystemMessageToSelf(
				string.gsub(ChatLocalization:Get(
					"GameChat_SwitchChannel_NotInChannel",
					string.format("You are not in channel: '%s'", channelName),
					{RBX_NAME = channelName}
				),"{RBX_NAME}",channelName),
				currentChannel, {ChatColor = Color3.fromRGB(245, 50, 50)}
			)
		end
	end

	return true
end

return {
	[util.KEY_COMMAND_PROCESSOR_TYPE] = util.COMPLETED_MESSAGE_PROCESSOR,
	[util.KEY_PROCESSOR_FUNCTION] = ProcessMessage
}


Prompt: -- ANimation

Response:
local Sound = script:WaitForChild("Haoshoku Sound")

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.C and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = 2
		Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge)
		Track1:Play()
		script.RemoteEventS:FireServer()
		for i = 1,math.huge do
			if Debounce == 2 then

				plr.Character.HumanoidRootPart.Anchored = true
			else

				break
				end
	     wait()
	  end
	end
end)

UIS.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.C and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = 3
		local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease)
		Track2:Play()
		Track1:Stop()
		Sound:Play()
		local mousepos = Mouse.Hit
		script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
		wait(1)
		plr.Character.LeftHand.EFhand:Destroy()
		plr.Character.RightHand.EFhand:Destroy()
		Track2:Stop()
		wait(.5)
		Tool.Active.Value = "None"
		wait(1.5)
		plr.Character.HumanoidRootPart.Anchored = false
		wait(5)
		Debounce = 1
	end
end)


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

Response:
Color=BrickColor.new(TeamColor)
on=false
s=script.Parent
ss=script.Parent:clone()
s.BrickColor=Color
function Check(hit) if on then return end
if hit==nil then return end
local player=game.Players:FindFirstChild(hit.Parent.Name)
if player==nil then return end
on=true
	if player.TeamColor==Color then
	s.Transparency=0.6
	s.CanCollide=false
	wait(Time)
	s.Transparency=ss.Transparency
	s.CanCollide=true
	else
	local h=player.Character:FindFirstChild("Humanoid")
	local t=player.Character:FindFirstChild("Torso")
	if t==nil or h==nil then s.CanCollide=true s.Transparency=ss.Transparency on=false return end
	if AntiHack==1 then
	h.Sit=true
	t.Velocity=t.CFrame:inverse().lookVector*80
	elseif AntiHack==2 then
	h.Health=0
	elseif AntiHack==0 then
	else hit.Parent=nil
	end
	end
on=false
end

s.Touched:connect(Check)


Prompt: ---Model By: Midnight Productions

Response:
location = script.Parent.Parent.Parent
regen = script.Parent.Parent
save = regen:clone()

function onClicked()
	regen:remove()
    wait(.2)
	local back = save:clone()
	back.Parent = location
	back:MakeJoints()
end

script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt:
-- Compiled with roblox-ts v1.3.3
--[[
	*
	* Set a variable's type to a new case of the same variant.
	* @param obj object of concern.
	* @param _type new type tag. Restricted to keys of the variant.
	* @param _typeKey discriminant key.
]]

Response:
local function cast(obj, _type, _typeKey)
	return obj
end
return {
	cast = cast,
}


Prompt: --- Recalculate the window height

Response:
function Window:UpdateWindowHeight()
	local windowHeight = Gui.UIListLayout.AbsoluteContentSize.Y
		+ Gui.UIPadding.PaddingTop.Offset
		+ Gui.UIPadding.PaddingBottom.Offset
	Gui.Size = UDim2.new(Gui.Size.X.Scale, Gui.Size.X.Offset, 0, math.clamp(windowHeight, 0, WINDOW_MAX_HEIGHT))
	Gui.CanvasPosition = Vector2.new(0, windowHeight)
end


Prompt: --script.Parent.WaterUp.Disabled = false

Response: wait(0.3)


Prompt:
--[=[
	@param obj any
	@return boolean
	Returns `true` if `obj` is an Option.
]=]

Response:
function Option.Is(obj)
	return type(obj) == "table" and getmetatable(obj) == Option
end


Prompt: -- Print that runs only if debug mode is active.

Response:
local function PrintDebug(message: string)
	if FastCast.DebugLogging == true then
		print(message)
	end
end


Response:
local function re_index(self, index)
	return re_m[index] or proxy[self].flags[index];
end;

local function re_tostr(self)
	return proxy[self].pattern_repr .. proxy[self].flag_repr;
end;


Prompt: -- ALEX WAS HERE LOL

Response:
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
local v1 = Random.new();
return function()
	return string.gsub(u1.HttpService:GenerateGUID(false), "-", "");
end;


Prompt: --Don't worry about the rest of the code, except for line 25.

Response:
game.Players.PlayerAdded:connect(function(player)
local leader = Instance.new("Folder",player)
leader.Name = "Skins"
local Cash = Instance.new("StringValue",leader)
Cash.Name = stat
Cash.Value = ds:GetAsync(player.UserId) or startamount
ds:SetAsync(player.UserId, Cash.Value)
Cash.Changed:connect(function()
ds:SetAsync(player.UserId, Cash.Value)
end)
end)

game.Players.PlayerRemoving:connect(function(player)
	ds:SetAsync(player.UserId, player.Skins.Equipped.Value) --Change "Points" to the name of your leaderstat.
end)


Prompt:
-- made by Weeve. for all of you lamo scripters out there, can you at least leave my name here?
-- don't edit anything here

Response:
seat = script.Parent

function onChildAdded(part)
	if (part.className == "Weld") then
		while true do
local			welde = seat:FindFirstChild("SeatWeld")

			if (welde ~= nil) then
local			sitted = welde.Part1.Parent
			end

			if (sitted.Name ~= script.Parent.Owner.Value) then
				if (script.Parent.Owner.Value == "NoOne") then
					script.Parent.Owner.Value = sitted.Name
					print ("sitted steal")
				else
					print ("stolen!!")
local					shipstealer = game.Workspace:FindFirstChild(sitted.Name)
					if (shipstealer ~= nil) then
						shipstealer.Humanoid.Jump=true
					end
				end
			end

			wait(0.2)

			if (welde == nil) then
				print("BreakLoop")
				script.Parent.Owner.Value = "NoOne"
			break end
		end
	end
end


Prompt: -- Hover Sound

Response:
local Hovered = false

script.Parent.MouseEnter:Connect(function()
	if Hovered == false then
		Hovered = true
		script.HoverSound:Play()
	end
end)

script.Parent.MouseLeave:Connect(function()
	if Hovered == true then
		Hovered = false
	end
end)


Response:
function GunUp()
Holstered = false
Tool.Enabled = true
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90))
torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
end
end

function GunDown()
Holstered = true
Tool.Enabled = false -- You don't want to be shooting if your not aiming
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(280), math.rad(-10), math.rad(-80))
torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-25), math.rad(0))
end
end


Prompt: --//Server Animations

Response:
	RightHighReady = CFrame.new(-1, -1, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0));
	LeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15));

	RightLowReady = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));
	LeftLowReady = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));

	RightPatrol = CFrame.new(-1, -.35, -1.5) * CFrame.Angles(math.rad(-80), math.rad(-80), math.rad(0));
	LeftPatrol = CFrame.new(1,1.25,-.75) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25));

	RightAim = CFrame.new(-.575, 0.1, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
	LeftAim = CFrame.new(1.4,0.25,-1.45) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25));

	RightSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));
	LeftSprint = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));

	ShootPos = CFrame.new(0,0,.25);

}

return module


Prompt: --!strict

Response:
local BloxbizSDK = script.Parent.Parent.Parent.Parent

local UtilsStorage = BloxbizSDK:FindFirstChild("Utils")
local Fusion = require(UtilsStorage:WaitForChild("Fusion"))

return function(radius: number?): Instance
	return Fusion.New("UICorner")({
		CornerRadius = UDim.new(0, radius or 16),
	})
end


Prompt: -- Table containing player data

Response:
local sessionData = {}

local NEW_PLAYER_DATA = {
	Points = GameSettings.startPoints,
	Upgrades = GameSettings.startUpgrades,
	TotalPoints = GameSettings.startPoints,
	RedeemedCodes = {},
}


Prompt: -- When a player with the game pass touches the door, teleport them to the other side

Response:
local function OnTouched(otherPart)
	if otherPart and otherPart.Parent and otherPart.Parent:FindFirstChild('Humanoid') then
		local player = PlayersService:GetPlayerFromCharacter(otherPart.Parent)
		if player and not JustTouched[player] then
			JustTouched[player] = time()
			if GamePassService:PlayerHasPass(player, GamePassIdObject.Value) then
				TeleportToOtherSide(player.Character, otherPart)
			end
		end
	end
end


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 500		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

	--Incline Compensation
	Tune.InclineComp	= 4.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


Prompt: --!strict

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

return function(player: Player): Types.PlayerContainer
	return { kind = "single", value = player }
end


Prompt:
--First build your Gun, make sure all the parts and Non-Colliding and Not Anchored.
--Second put these parts inside the Tool (Call one of the parts 'Handle' and the rest 'Part'
--Lastly, make/get your gun script and test it out!

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

for i = 1,#parts do
	if (parts[i].className == "Part") or (parts[i].className == "VehicleSeat") 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:
---SG Is  Here---
---Please Dont Change Anything Can Dont Work If You Change--

Response:
local player = game.Players.LocalPlayer
local stats = player:WaitForChild("leaderstats")
local coins = stats:WaitForChild("Clicks")
local text = script.Parent

text.Text = "Clicks: "..coins.Value
coins:GetPropertyChangedSignal("Value"):Connect(function()
	text.Text = "Clicks: "..coins.Value
end)


Prompt:
--[[
	Calls a callback on `finally` with specific arguments.
]]

Response:
function Promise.prototype:finallyCall(callback, ...)
	assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:finallyCall"))
	local length, values = pack(...)
	return self:_finally(debug.traceback(nil, 2), function()
		return callback(unpack(values, 1, length))
	end)
end
Promise.prototype.FinallyCall = Promise.prototype.finallyCall


Prompt:
--[[

	[ Note: Make sure to invoke these remotes using :Invoke(), and also invoke them from the SERVER, not from the client. ]

	 - GiveItems [instance Player] [string Item name] (optional number amount)
	 - SetTicks [number Ticks]  --  Changes time of day

	 - Gamemode does not work yet.

]]

Response: return nil


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 330   	--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 9000		--		Use sliders to manipulate values
	Tune.Redline		= 9000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5600
	Tune.PeakSharpness	= 25
	Tune.CurveMult		= 0.55

	--Incline Compensation
	Tune.InclineComp	= 1.3			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


Response:
Thread:Spawn(function()
	while true do
		for Index, Object in ipairs(ActiveHitboxes) do
			if Object.deleted then
				Handler:remove(Object.object)
			else
				for _, Point in ipairs(Object.points) do
					if not Object.active then
						Point.LastPosition = nil
					else
						local rayStart, rayDir, RelativePointToWorld, debugPart = Point.solver:solve(Point, game:GetService("ReplicatedStorage"):WaitForChild("ClientSettings").Debug.Value)

						local function castFunction(rayStart, rayDir, params)
							local resultOfCast = workspace:Raycast(rayStart, rayDir, params)

							if resultOfCast then
								local hitInstance = resultOfCast.Instance

								if hitInstance.Parent:IsA("Accoutrement") then
									table.insert(params.FilterDescendantsInstances, hitInstance)
									resultOfCast = nil
								end
							end

							return resultOfCast
						end

						local raycastResult = castFunction(rayStart, rayDir, Object.raycastParams)
						Point.solver:lastPosition(Point, RelativePointToWorld)

						if raycastResult then
							local hitPart = raycastResult.Instance
							local findModel = not Object.partMode and hitPart:FindFirstAncestorOfClass("Model")
							local humanoid = findModel and findModel:FindFirstChildOfClass("Humanoid")
							local target = humanoid or (Object.partMode and hitPart)

							if target and not Object.targetsHit[target] then
								Object.targetsHit[target] = true

								if debugPart ~= nil and typeof(debugPart) == "Instance" then
									debugPart.Color = Color3.fromRGB(85, 255, 0)
								end

								Object.OnHit:Fire(hitPart, humanoid, raycastResult, Point.group)
							end
						end

						if Object.endTime > 0 then
							if Object.endTime <= clock() then
								Object.endTime = 0
								Object:HitStop()
							end
						end

						Object.OnUpdate:Fire(Point.LastPosition)
					end
				end
			end
		end

		Thread:Wait(0.028)
	end
end)

return Handler


Prompt: --Tell if a seat is flipped

Response:
local function isFlipped(Seat)
	local UpVector = Seat.CFrame.upVector
	local Angle = math.deg(math.acos(UpVector:Dot(Vector3.new(0, 1, 0))))
	return Angle >= MIN_FLIP_ANGLE
end

local function createPrompt(prompt, inputType)
	local seat = prompt.Parent.Parent
	local buttonGui = script:WaitForChild("ButtonGuiPrototype")
	local promptUI = buttonGui:Clone()
	promptUI.Name = "ButtonGui"
	promptUI.Enabled = true
	promptUI.Adornee = prompt.Parent

	local EnterImageButton = promptUI:WaitForChild("ButtonImage")
	local FlipImageButton = promptUI:WaitForChild("FlipImage")
	local BackgroundDesktop = promptUI:WaitForChild("BackgroundDesktop")
	local BackgroundConsole = promptUI:WaitForChild("BackgroundConsole")
	local ButtonPrompt = promptUI:WaitForChild("ButtonPrompt")

	--Switch button type
	local DriverButtonId
	local DriverButtonPressedId
	local PassengerButtonId
	local PassengerButtonPressedId
	if inputType == Enum.ProximityPromptInputType.Keyboard then
		DriverButtonId = "rbxassetid://2848250902"
		DriverButtonPressedId = "rbxassetid://2848250902"
		PassengerButtonId = "rbxassetid://2848251564"
		PassengerButtonPressedId = "rbxassetid://2848251564"
		EnterImageButton.Size = UDim2.new(0, 36, 0, 36)
		FlipImageButton.Image = "rbxassetid://2848307983"
		FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848307983"
		FlipImageButton.Size = UDim2.new(0, 44, 0, 44)

		BackgroundConsole.Visible = false
		BackgroundDesktop.Visible = true
		BackgroundDesktop.Size =  UDim2.new(0, 97, 0, 46)
		BackgroundDesktop.Position = UDim2.new(0.5, 28, 0.5, 0)

		ButtonPrompt.Visible = true
		ButtonPrompt.Image = "rbxassetid://2935912536"
		ButtonPrompt.Size = UDim2.new(0, 36, 0, 36)
		ButtonPrompt.Position = UDim2.new(0.5, -46, 0.5, 0)
		ButtonPrompt.TextLabel.Visible = true

		--Display the correct key
		ButtonPrompt.TextLabel.Text = Keymap.EnterVehicleKeyboard.Name

	elseif inputType == Enum.ProximityPromptInputType.Gamepad then
		DriverButtonId = "rbxassetid://2848635029"
		DriverButtonPressedId = "rbxassetid://2848635029"
		PassengerButtonId = "rbxassetid://2848636545"
		PassengerButtonPressedId = "rbxassetid://2848636545"
		EnterImageButton.Size = UDim2.new(0, 60, 0, 60)
		FlipImageButton.Image = "rbxassetid://2848307983"
		FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848307983"
		FlipImageButton.Size = UDim2.new(0, 44, 0, 44)

		BackgroundDesktop.Visible = false
		BackgroundConsole.Visible = true
		BackgroundConsole.Size =  UDim2.new(0, 136, 0, 66)
		BackgroundConsole.Position = UDim2.new(0.5, 40, 0.5, 0)

		ButtonPrompt.Visible = true
		--ButtonPrompt.Image = "rbxassetid://408462759"
		ButtonPrompt.Size = UDim2.new(0, 46, 0, 46)
		ButtonPrompt.Position = UDim2.new(0.5, -63, 0.5, 0)
		ButtonPrompt.ImageRectSize = Vector2.new(71, 71)
		ButtonPrompt.ImageRectOffset = Vector2.new(512, 600)
		ButtonPrompt.TextLabel.Visible = false

		--Set the correct image for the gamepad button prompt
		local template = InputImageLibrary:GetImageLabel(Keymap.EnterVehicleGamepad, "Light")
		ButtonPrompt.Image = template.Image
		ButtonPrompt.ImageRectOffset = template.ImageRectOffset
		ButtonPrompt.ImageRectSize = template.ImageRectSize
	elseif inputType == Enum.ProximityPromptInputType.Touch then
		BackgroundDesktop.Visible = false
		BackgroundConsole.Visible = false
		ButtonPrompt.Visible = false

		DriverButtonId = "rbxassetid://2847898200"
		DriverButtonPressedId = "rbxassetid://2847898354"
		PassengerButtonId = "rbxassetid://2848217831"
		PassengerButtonPressedId = "rbxassetid://2848218107"
		EnterImageButton.Size = UDim2.new(0, 44, 0, 44)
		FlipImageButton.Image = "rbxassetid://2848187559"
		FlipImageButton:WaitForChild("Pressed").Image = "rbxassetid://2848187982"
		FlipImageButton.Size = UDim2.new(0, 44, 0, 44)

		EnterImageButton.InputBegan:Connect(function(input)
			prompt:InputHoldBegin()
		end)
		EnterImageButton.InputEnded:Connect(function(input)
			prompt:InputHoldEnd()
		end)
		FlipImageButton.InputBegan:Connect(function(input)
			prompt:InputHoldBegin()
		end)
		FlipImageButton.InputEnded:Connect(function(input)
			prompt:InputHoldEnd()
		end)

		promptUI.Active = true
	end

	if isFlipped(seat) then
		FlipImageButton.Visible = true
		EnterImageButton.Visible = false
	else
		FlipImageButton.Visible = false
		EnterImageButton.Visible = true
	end
	if seat.Name == "VehicleSeat" then
		EnterImageButton.Image = DriverButtonId
		EnterImageButton.Pressed.Image = DriverButtonPressedId
	else
		EnterImageButton.Image = PassengerButtonId
		EnterImageButton.Pressed.Image = PassengerButtonPressedId
	end

	return promptUI
end

ProximityPromptService.PromptShown:Connect(function(prompt, inputType)
	if prompt.Name == "EndorsedVehicleProximityPromptV1" then
		local promptUI = createPrompt(prompt, inputType)
		promptUI.Parent = screenGui
		prompt.PromptHidden:Wait()
		promptUI.Parent = nil
	end
end)


Prompt: --// Bullet Physics

Response:
	BulletPhysics = Vector3.new(0,58,0); -- Drop fixation: Lower number = more drop
	BulletSpeed = 1200; -- Bullet Speed
	BulletSpread = 0; -- How much spread the bullet has

	ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds
	ExploSpeed = 600; -- Speed for explosive rounds

	BulletDecay = 120; -- How far the bullet travels before slowing down and being deleted (BUGGY)


Prompt: -- constants

Response:
local PLAYER	= Players.LocalPlayer

local REMOTES	= ReplicatedStorage:WaitForChild("Remotes")

local GUI		= script.Parent
local INFO_GUI	= GUI:WaitForChild("InfoFrame")
local MAP_GUI	= GUI:WaitForChild("Minimap")


Response:
	,EnableStatusUI 	= true				--- Don't disabled it...
	,RunWalkSpeed 		= 18
	,NormalWalkSpeed 	= 12
	,SlowPaceWalkSpeed 	= 6
	,CrouchWalkSpeed 	= 6
	,ProneWalksSpeed 	= 3

	,InjuredWalksSpeed 		= 8
	,InjuredCrouchWalkSpeed = 4

	,EnableHunger = false				--- Hunger and Thirst system 		(Removed)
	,HungerWaitTime = 25

	,CanDrown = true 					--- Glub glub glub *ded*

	,EnableStamina = false 				--- Weapon Sway based on stamina	(Unused)
	,RunValue = 1						--- Stamina consumption
	,StandRecover = .25					--- Stamina recovery while stading
	,CrouchRecover = .5					--- Stamina recovery while crouching
	,ProneRecover = 1					--- Stamina recovery while lying

	,EnableGPS = false					--- GPS shows your allies around you
	,GPSdistance = 150

	,InteractionMenuKey = Enum.KeyCode.LeftAlt


Prompt:
-- local Madwork = _G.Madwork
--[[
{Madwork}

-[ProfileService]---------------------------------------
	(STANDALONE VERSION)
	DataStore profiles - universal session-locked savable table API

	Official documentation:
		https://madstudioroblox.github.io/ProfileService/

	DevForum discussion:
		https://devforum.roblox.com/t/ProfileService/667805

	WARNINGS FOR "Profile.Data" VALUES:
	 	! Do not create numeric tables with gaps - attempting to replicate such tables will result in an error;
		! Do not create mixed tables (some values indexed by number and others by string key), as only
		     the data indexed by number will be replicated.
		! Do not index tables by anything other than numbers and strings.
		! Do not reference Roblox Instances
		! Do not reference userdata (Vector3, Color3, CFrame...) - Serialize userdata before referencing
		! Do not reference functions

	WARNING: Calling ProfileStore:LoadProfileAsync() with a "profile_key" which wasn't released in the SAME SESSION will result
		in an error! If you want to "ProfileStore:LoadProfileAsync()" instead of using the already loaded profile, :Release()
		the old Profile object.

	Members:

		ProfileService.ServiceLocked         [bool]

		ProfileService.IssueSignal           [ScriptSignal] (error_message, profile_store_name, profile_key)
		ProfileService.CorruptionSignal      [ScriptSignal] (profile_store_name, profile_key)
		ProfileService.CriticalStateSignal   [ScriptSignal] (is_critical_state)

	Functions:

		ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]
			profile_store_index   [string] -- DataStore name
			OR
			profile_store_index   [table]: -- Allows the developer to define more GlobalDataStore variables
				{
					Name = "StoreName", -- [string] -- DataStore name
					-- Optional arguments:
					Scope = "StoreScope", -- [string] -- DataStore scope
				}
			profile_template      [table] -- Profiles will default to given table (hard-copy) when no data was saved previously

		ProfileService.IsLive() --> [bool] -- (CAN YIELD!!!)
			-- Returns true if ProfileService is connected to live Roblox DataStores

	Members [ProfileStore]:

		ProfileStore.Mock   [ProfileStore] -- Reflection of ProfileStore methods, but the methods will use a mock DataStore

	Methods [ProfileStore]:

		ProfileStore:LoadProfileAsync(profile_key, not_released_handler) --> [Profile] or nil -- not_released_handler(place_id, game_job_id)
			profile_key            [string] -- DataStore key
			not_released_handler   nil or []: -- Defaults to "ForceLoad"
				[string] "ForceLoad" -- Force loads profile on first call
				OR
				[string] "Steal" -- Steals the profile ignoring it's session lock
				OR
				[function] (place_id, game_job_id) --> [string] "Repeat", "Cancel", "ForceLoad" or "Steal"
					place_id      [number] or nil
					game_job_id   [string] or nil

				-- not_released_handler [function] will be triggered in cases where the profile is not released by a session. This
				--	function may yield for as long as desirable and must return one of three string values:

						["Repeat"] - ProfileService will repeat the profile loading proccess and may trigger the release handler again
						["Cancel"] - ProfileStore:LoadProfileAsync() will immediately return nil
						["ForceLoad"] - ProfileService will repeat the profile loading call, but will return Profile object afterwards
							and release the profile for another session that has loaded the profile
						["Steal"] - The profile will usually be loaded immediately, ignoring an existing remote session lock and applying
							a session lock for this session.

		ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler) --> [GlobalUpdates] or nil
			-- Returns GlobalUpdates object if update was successful, otherwise returns nil
			profile_key      [string] -- DataStore key
			update_handler   [function] (global_updates [GlobalUpdates])

		ProfileStore:ViewProfileAsync(profile_key, version) --> [Profile] or nil
			-- Reads profile without requesting a session lock; Data will not be saved and profile doesn't need to be released
			profile_key   [string] -- DataStore key
			version       nil or [string] -- DataStore key version

		ProfileStore:ProfileVersionQuery(profile_key, sort_direction, min_date, max_date) --> [ProfileVersionQuery]
			profile_key      [string]
			sort_direction   nil or [Enum.SortDirection]
			min_date         nil or [DateTime]
			max_date         nil or [DateTime]

		ProfileStore:WipeProfileAsync(profile_key) --> is_wipe_successful [bool]
			-- Completely wipes out profile data from the DataStore / mock DataStore with no way to recover it.

		* Parameter description for "ProfileStore:GlobalUpdateProfileAsync()":

			profile_key      [string] -- DataStore key
			update_handler   [function] (GlobalUpdates) -- This function gains access to GlobalUpdates object methods
				(update_handler can't yield)

	Methods [ProfileVersionQuery]:

		ProfileVersionQuery:NextAsync() --> [Profile] or nil -- (Yields)
			-- Returned profile has the same rules as profile returned by :ViewProfileAsync()

	Members [Profile]:

		Profile.Data              [table] -- Writable table that gets saved automatically and once the profile is released
		Profile.MetaData          [table] (Read-only) -- Information about this profile

			Profile.MetaData.ProfileCreateTime   [number] (Read-only) -- os.time() timestamp of profile creation
			Profile.MetaData.SessionLoadCount    [number] (Read-only) -- Amount of times the profile was loaded
			Profile.MetaData.ActiveSession       [table] (Read-only) {place_id, game_job_id} / nil -- Set to a session link if a
				game session is currently having this profile loaded; nil if released
			Profile.MetaData.MetaTags            [table] {["tag_name"] = tag_value, ...} -- Saved and auto-saved just like Profile.Data
			Profile.MetaData.MetaTagsLatest      [table] (Read-only) -- Latest version of MetaData.MetaTags that was definetly saved to DataStore
				(You can use Profile.MetaData.MetaTagsLatest for product purchase save confirmation, but create a system to clear old tags after
				they pile up)

		Profile.MetaTagsUpdated   [ScriptSignal] (meta_tags_latest) -- Fires after every auto-save, after
			--	Profile.MetaData.MetaTagsLatest has been updated with the version that's guaranteed to be saved;
			--  .MetaTagsUpdated will fire regardless of whether .MetaTagsLatest changed after update;
			--	.MetaTagsUpdated may fire after the Profile is released - changes to Profile.Data are not saved
			--	after release.

		Profile.RobloxMetaData    [table] -- Writable table that gets saved automatically and once the profile is released
		Profile.UserIds           [table] -- (Read-only) -- {user_id [number], ...} -- User ids associated with this profile

		Profile.KeyInfo           [DataStoreKeyInfo]
		Profile.KeyInfoUpdated    [ScriptSignal] (key_info [DataStoreKeyInfo])

		Profile.GlobalUpdates     [GlobalUpdates]

	Methods [Profile]:

		-- SAFE METHODS - Will not error after profile expires:
		Profile:IsActive() --> [bool] -- Returns true while the profile is active and can be written to

		Profile:GetMetaTag(tag_name) --> value [any]
			tag_name   [string]

		Profile:Reconcile() -- Fills in missing (nil) [string_key] = [value] pairs to the Profile.Data structure

		Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil)
			-- WARNING: Profiles can be released externally if another session force-loads
			--	this profile - use :ListenToRelease() to handle player leaving cleanup.

		Profile:Release() -- Call after the session has finished working with this profile
			e.g., after the player leaves (Profile object will become expired) (Does not yield)

		Profile:ListenToHopReady(listener) --> [ScriptConnection] () -- Passed listener will be executed after the releasing UpdateAsync call finishes;
			--	Wrap universe teleport requests with this method AFTER releasing the profile to improve session lock sharing between universe places;
			--  :ListenToHopReady() will usually call the listener in around a second, but may ocassionally take up to 7 seconds when a release happens
			--	next to an auto-update in regular usage scenarios.

		Profile:AddUserId(user_id) -- Associates user_id with profile (GDPR compliance)
			user_id   [number]

		Profile:RemoveUserId(user_id) -- Unassociates user_id with profile (safe function)
			user_id   [number]

		Profile:Identify() --> [string] -- Returns a string containing DataStore name, scope and key; Used for debug;
			-- Example return: "[Store:"GameData";Scope:"Live";Key:"Player_2312310"]"

		Profile:SetMetaTag(tag_name, value) -- Equivalent of Profile.MetaData.MetaTags[tag_name] = value
			tag_name   [string]
			value      [any]

		Profile:Save() -- Call to quickly progress global update state or to speed up save validation processes (Does not yield)

		-- VIEW-MODE ONLY:

		Profile:ClearGlobalUpdates() -- Clears all global updates data from a profile payload

		Profile:OverwriteAsync() -- (Yields) Saves the profile payload to the DataStore and removes the session lock

	Methods [GlobalUpdates]:

	-- ALWAYS PUBLIC:
		GlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data [table]}, ...}
		GlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data [table]}, ...}

	-- ONLY WHEN FROM "Profile.GlobalUpdates":
		GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] (update_id, update_data)
			update_data   [table]
		GlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] (update_id, update_data)
			update_data   [table]
		GlobalUpdates:LockActiveUpdate(update_id)  -- WARNING: will error after profile expires
		GlobalUpdates:ClearLockedUpdate(update_id) -- WARNING: will error after profile expires

	-- EXPOSED TO "update_handler" DURING ProfileStore:GlobalUpdateProfileAsync() CALL
		GlobalUpdates:AddActiveUpdate(update_data)
			update_data   [table]
		GlobalUpdates:ChangeActiveUpdate(update_id, update_data)
			update_data   [table]
		GlobalUpdates:ClearActiveUpdate(update_id)

--]]

Response:
local SETTINGS = {

	AutoSaveProfiles = 30, -- Seconds (This value may vary - ProfileService will split the auto save load evenly in the given time)
	RobloxWriteCooldown = 7, -- Seconds between successive DataStore calls for the same key
	ForceLoadMaxSteps = 8, -- Steps taken before ForceLoad request steals the active session for a profile
	AssumeDeadSessionLock = 30 * 60, -- (seconds) If a profile hasn't been updated for 30 minutes, assume the session lock is dead
		-- As of writing, os.time() is not completely reliable, so we can only assume session locks are dead after a significant amount of time.

	IssueCountForCriticalState = 5, -- Issues to collect to announce critical state
	IssueLast = 120, -- Seconds
	CriticalStateLast = 120, -- Seconds

	MetaTagsUpdatedValues = { -- Technical stuff - do not alter
		ProfileCreateTime = true,
		SessionLoadCount = true,
		ActiveSession = true,
		ForceLoadSession = true,
		LastUpdate = true,
	},

}

local Madwork -- Standalone Madwork reference for portable version of ProfileService
do

	local MadworkScriptSignal = {}

	local FreeRunnerThread = nil

	local function AcquireRunnerThreadAndCallEventHandler(fn, ...)
		local acquired_runner_thread = FreeRunnerThread
		FreeRunnerThread = nil
		fn(...)
		FreeRunnerThread = acquired_runner_thread
	end

	local function RunEventHandlerInFreeThread(...)
		AcquireRunnerThreadAndCallEventHandler(...)
		while true do
			AcquireRunnerThreadAndCallEventHandler(coroutine.yield())
		end
	end

	-- ScriptConnection object:

	local ScriptConnection = {
		--[[
			_listener = listener,
			_script_signal = script_signal,
			_disconnect_listener = disconnect_listener,
			_disconnect_param = disconnect_param,

			_next = next_script_connection,
			_is_connected = is_connected,
		--]]
	}
	ScriptConnection.__index = ScriptConnection

	function ScriptConnection:Disconnect()

		if self._is_connected == false then
			return
		end

		self._is_connected = false
		self._script_signal._listener_count -= 1

		if self._script_signal._head == self then
			self._script_signal._head = self._next
		else
			local prev = self._script_signal._head
			while prev ~= nil and prev._next ~= self do
				prev = prev._next
			end
			if prev ~= nil then
				prev._next = self._next
			end
		end

		if self._disconnect_listener ~= nil then
			if not FreeRunnerThread then
				FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)
			end
			task.spawn(FreeRunnerThread, self._disconnect_listener, self._disconnect_param)
			self._disconnect_listener = nil
		end

	end

	-- ScriptSignal object:

	local ScriptSignal = {
		--[[
			_head = nil,
			_listener_count = 0,
		--]]
	}
	ScriptSignal.__index = ScriptSignal

	function ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection]

		local script_connection = {
			_listener = listener,
			_script_signal = self,
			_disconnect_listener = disconnect_listener,
			_disconnect_param = disconnect_param,

			_next = self._head,
			_is_connected = true,
		}
		setmetatable(script_connection, ScriptConnection)

		self._head = script_connection
		self._listener_count += 1

		return script_connection

	end

	function ScriptSignal:GetListenerCount() --> [number]
		return self._listener_count
	end

	function ScriptSignal:Fire(...)
		local item = self._head
		while item ~= nil do
			if item._is_connected == true then
				if not FreeRunnerThread then
					FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)
				end
				task.spawn(FreeRunnerThread, item._listener, ...)
			end
			item = item._next
		end
	end

	function ScriptSignal:FireUntil(continue_callback, ...)
		local item = self._head
		while item ~= nil do
			if item._is_connected == true then
				item._listener(...)
				if continue_callback() ~= true then
					return
				end
			end
			item = item._next
		end
	end

	function MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal]
		return {
			_head = nil,
			_listener_count = 0,
			Connect = ScriptSignal.Connect,
			GetListenerCount = ScriptSignal.GetListenerCount,
			Fire = ScriptSignal.Fire,
			FireUntil = ScriptSignal.FireUntil,
		}
	end

	-- Madwork framework namespace:

	Madwork = {
		NewScriptSignal = MadworkScriptSignal.NewScriptSignal,
		ConnectToOnClose = function(task, run_in_studio_mode)
			if game:GetService("RunService"):IsStudio() == false or run_in_studio_mode == true then
				game:BindToClose(task)
			end
		end,
	}

end


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- Sets whether suspension is enabled for PGS
	Tune.LegacySusEn	= true		-- Sets whether suspension is enabled for Legacy Physics (Same values may vary in tune)

	--Front Suspension
	Tune.FSusStiffness	= 25000		-- Spring Force
	Tune.FSusDamping	= 400		-- Spring Dampening
	Tune.FAntiRoll 		= 400		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 1.9		-- Resting Suspension length (in studs)
	Tune.FPreCompress	= .1		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .4		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .2		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 75		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 2			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusStiffness	= 20000		-- Spring Force
	Tune.RSusDamping	= 400		-- Spring Dampening
	Tune.RAntiRoll 		= 400		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2.1		-- Resting Suspension length (in studs)
	Tune.RPreCompress	= .1		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .4		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .2		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 2			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics (PGS ONLY)
	Tune.SusVisible		= true			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bronze"		-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 8				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt:
--[[
    Connects the events for UI state.

    Connects the events for item addition/removal in the given store.

    The `selector` is a function that takes the store's state as an argument and
	returns the items table from it.

    Returns a Rodux Signal class. This has the same API as RBXScriptSignal but
    lowercase. For example:

    ```lua
    local store = Rodux.Store.new(reducer)
    local conn = itemEvents.connect(store)

    conn:disconnect()
    ```
]]

Response:
function itemEvents.connect(store, selector: (table) -> itemInfo.State)
	return store.changed:connect(function(newState: table, oldState: table)
		local oldItemInfo = selector(oldState)
		local newItemInfo = selector(newState)
		if oldItemInfo == newItemInfo then
			return
		end

		for newId, newInfo in pairs(newItemInfo) do
			if not oldItemInfo[newId] then
				-- IDs are converted to number for consistency with the addItemAsync API
				itemEvents.itemAdded:Fire(tonumber(newId), newInfo)
			end
		end

		for oldId, _ in pairs(oldItemInfo) do
			if not newItemInfo[oldId] then
				itemEvents.itemRemoved:Fire(tonumber(oldId))
			end
		end
	end)
end

return itemEvents


Prompt: -- при добавлении и удалении потомка

Response:
sf.ChildAdded:Connect(UpdateSize)
sf.ChildRemoved:Connect(UpdateSize)


Prompt: --// F key, Horn

Response:
uis.InputEnded:connect(function(input)
	if input.KeyCode==Enum.KeyCode.ButtonL3 or input.KeyCode==Enum.KeyCode.F then
		script.Parent.Parent.Horn.TextTransparency = 0.8
		veh.Lightbar.middle.Airhorn:Stop()
		veh.Lightbar.middle.Wail.Volume = 1
		veh.Lightbar.middle.Yelp.Volume = 1
		veh.Lightbar.middle.Priority.Volume = 1
		script.Parent.Parent.MBOV.Visible = true
		script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
	end
end)

uis.InputBegan:connect(function(input)
	if input.Keycode==Enum.KeyCode.LeftBracket then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.TakedownEvent:FireServer(true)
	end
end)

uis.InputBegan:connect(function(input)
	if input.KeyCode==Enum.KeyCode.J or input.KeyCode==Enum.KeyCode.DPadUp then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.RemoteEvent:FireServer(true)
    end
end)


Prompt:
--[=[
	Takes in an observable of brios and returns an observable of the inner values that will also output
	nil if there is no other value for the brio.

	@param emitOnDeathValue U
	@return (source: Observable<Brio<T> | T>) -> Observable<T | U>
]=]

Response:
function RxBrioUtils.emitOnDeath(emitOnDeathValue)
	return Rx.switchMap(RxBrioUtils.mapBrioToEmitOnDeathObservable(emitOnDeathValue));
end


Prompt: -- Write function setters: (Calling outside a write function will throw an error)

Response:
function Replica:SetValue(path, value)
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	ReplicaSetValue(self.Id, path_array, value)
end

function Replica:SetValues(path, values)
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	ReplicaSetValues(self.Id, path_array, values)
end

function Replica:ArrayInsert(path, value) --> new_index
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	return ReplicaArrayInsert(self.Id, path_array, value)
end

function Replica:ArraySet(path, index, value)
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	ReplicaArraySet(self.Id, path_array, index, value)
end

function Replica:ArrayRemove(path, index) --> removed_value
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	return ReplicaArrayRemove(self.Id, path_array, index)
end

function Replica:Write(function_name, ...) --> return_params...
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local func_id = self._write_lib_dictionary[function_name]
	local return_params = table.pack(self._write_lib[func_id](self, ...))
	-- Signaling listeners:
	local listeners = self._function_listeners[func_id]
	if listeners ~= nil then
		for _, listener in ipairs(listeners) do
			listener(...)
		end
	end
	return table.unpack(return_params)
end


Prompt: -- Services

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


Prompt:
--made by Bertox
--lul

Response:
local ts = game:GetService("TweenService")
local fadeDRL = TweenInfo.new(2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
local fadeDRL2 = TweenInfo.new(4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
local goal = {}
local goal2 = {}
local F = {}
local car = script.Parent.Parent.Parent.Parent

 script.Parent.Parent.Parent.Parent.Electrics.Changed:connect(function()
	if script.Parent.Parent.Parent.Parent.Electrics.Value == true then
		drlFade(true)
	else
		drlFade(false)
	end
end)

function drlFade(bool)
		if bool then
			goal2.Transparency = 0.2
			local a = ts:Create(car.Body.DRLs.DRL, fadeDRL, goal2)
			a:Play()
		else
			goal2.Transparency = 1
			local a = ts:Create(car.Body.DRLs.DRL, fadeDRL, goal2)
			a:Play()
		end
	end

F.drlFade = function(bool)
	drlFade(bool)
end


Response:
local function FlashRed(object)
	local origColor = object.BrickColor
	local redColor = BrickColor.new("Really red")
	local start = tick()
	local duration = 4
	spawn(function()
		while object and tick() - start < duration do
			object.BrickColor = origColor
			wait(0.13)
			if object then
				object.BrickColor = redColor
			end
			wait(0.13)
		end
	end)
end


Prompt: --Balance Brick

Response:
local bal = Instance.new("Part",bike.Body)
bal.Anchored = true
bal.CanCollide = false
if _Tune.BalVisible or _Tune.Debug then bal.Transparency = .75 else bal.Transparency = 1 end
bal.Name = "bal"
bal.Position = (fWheel.CFrame.p+rWheel.CFrame.p)/2
bal.Orientation = fWheel.Orientation
bal.CFrame = bal.CFrame - (Vector3.new((rWheel.Size.Y-(rWheel.Size.Y-fWheel.Size.Y))/2,(rWheel.Size.Y-(rWheel.Size.Y-fWheel.Size.Y))/2,(rWheel.Size.Y-(rWheel.Size.Y-fWheel.Size.Y))/2)*bal.CFrame.upVector)
bal.Size = Vector3.new(.05,.05,.05)


Prompt: --back motor

Response:
script.Parent.Wheels.boggieF.motb.HingeConstraint.AngularVelocity = speed
script.Parent.Wheels.boggieF.motb.HingeConstraint2.AngularVelocity = -speed
script.Parent.Wheels.boggieF.motb.HingeConstraint.MotorMaxTorque = RPM
script.Parent.Wheels.boggieF.motb.HingeConstraint2.MotorMaxTorque = RPM


Prompt: --StarterPlayerScripts

Response:
local plr = game:GetService("Players").LocalPlayer
game:GetService("RunService").Heartbeat:Connect(function()
	plr.Character:WaitForChild("Humanoid").CameraOffset = Vector3.new(plr.Character:WaitForChild("Humanoid").CameraOffset.X,plr.Character:WaitForChild("Humanoid").CameraOffset.Y,  -1)--Edit Only The Last Number Value
end)


Prompt: -- Libraries

Response:
local Roact = require(Vendor:WaitForChild('Roact'))
local new = Roact.createElement


Response:
local mps = game:GetService("MarketplaceService")
local music = game.Workspace:WaitForChild("Sound")
local requester = workspace.Requester