Prompt: ---Explosive Settings---

Response:
			elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == true then
				Gui.FText.Text = "Semi"
				Settings.Mode = "Semi"
			elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == true  then
				Gui.FText.Text = "Burst"
				Settings.Mode = "Burst"
			elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == false and Settings.FireModes.Auto == true then
				Gui.FText.Text = "Auto"
				Settings.Mode = "Auto"
			end
		Update_Gui()
end
if (key == "t") and Equipped and (not NVG or ArmaClone.AimPart:FindFirstChild("NVAim") == nil) then
	if Aiming then
		if ArmaClone:FindFirstChild("AimPart2") ~= nil then
			if AimPartMode == 1 then
				AimPartMode = 2
				tweenFoV(Settings.ChangeFOV[2],120)
				if Settings.FocusOnSight2 and Aiming then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
				if Settings.ZoomAnim then
					ZoomAnim()
					Sprint()
				end
			elseif AimPartMode == 2 then
				AimPartMode = 1
				tweenFoV(Settings.ChangeFOV[1],120)
				if Settings.FocusOnSight and Aiming then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
				if Settings.ZoomAnim then
					UnZoomAnim()
					Sprint()
				end
			end
		else
			if AimPartMode == 1 then
				AimPartMode = 2
				tweenFoV(Settings.ChangeFOV[2], 120)
				if Settings.FocusOnSight2 and Aiming then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
				if Settings.ZoomAnim then
					ZoomAnim()
					Sprint()
				end
			elseif AimPartMode == 2 then
				AimPartMode = 1
				tweenFoV(Settings.ChangeFOV[1], 120)
				if Settings.FocusOnSight and Aiming then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
				if Settings.ZoomAnim then
					UnZoomAnim()
					Sprint()
				end
			end
		end
	else
		if AimPartMode == 1 then
			AimPartMode = 2
			if Settings.FocusOnSight2 and Aiming then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
			if Settings.ZoomAnim then
				ZoomAnim()
				Sprint()
			end
		elseif AimPartMode == 2 then
			AimPartMode = 1
			if Settings.FocusOnSight and Aiming then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
			if Settings.ZoomAnim then
				UnZoomAnim()
				Sprint()
			end
		end
	end
end
if (key == "[") and Equipped then
	if Zeroing.Value > Zeroing.MinValue then
		Zeroing.Value = Zeroing.Value - 50
		ArmaClone.Handle.Click:play()
		Update_Gui()
	end
end
if (key == "]" ) and Equipped then
	if Zeroing.Value < Zeroing.MaxValue then
		Zeroing.Value = Zeroing.Value + 50
		ArmaClone.Handle.Click:play()
		Update_Gui()
	end
end
if (key == "r") and Equipped and stance > -2 then
   CancelReload = false
	if StoredAmmo.Value > 0  and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 1 then
			if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true then
				return
			end
			MouseHeld = false
			Can_Shoot = false
			Reloading = true
			if Safe then
				Safe = false
				stance = 0
				Evt.Stance:FireServer(stance,Settings,Anims)
				IdleAnim()
				Update_Gui()
				wait(.25)
			end
				ReloadAnim()
				if Chambered.Value == false and slideback == true and Settings.FastReload == true then
					ChamberBKAnim()
				elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then
					ChamberAnim()
				end
				Sprint()
			Update_Gui()
			Can_Shoot = true
			Reloading = false

		elseif StoredAmmo.Value > 0  and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 2 then
			if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true or CancelReload then
				Sprint()
				Update_Gui()
				return
			end
				MouseHeld = false
				Can_Shoot = false
				Reloading = true
			if Safe then
				Safe = false
				stance = 0
				Evt.Stance:FireServer(stance)
				Sprint()
				Update_Gui()
				wait(.25)
			end
				for i = 1,Settings.Ammo - Ammo.Value do
				if StoredAmmo.Value > 0 and not CancelReload and Ammo.Value < Settings.Ammo and not AnimDebounce then
					ShellInsertAnim()
				end
				end
			if Chambered.Value == false and slideback == true and Settings.FastReload == true then
				ChamberBKAnim()
			elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then
				ChamberAnim()
			end
			Update_Gui()
			Sprint()
			CancelReload = false
			Can_Shoot = true
			Reloading = false

		elseif StoredAmmo.Value > 0  and Settings.Mode ~= "Explosive" and Reloading and Settings.ReloadType == 2 and AnimDebounce then
			if not CancelReload then
					CancelReload = true
					Sprint()
					Update_Gui()
					wait(.25)
				end
		elseif not Reloading and GLAmmo.Value > 0 and Settings.Mode == "Explosive"  and GLChambered.Value == false then
			MouseHeld = false
			Can_Shoot = false
			Reloading = true
				GLReloadAnim()
				GLChambered.Value = true
			Sprint()
			Update_Gui()
			Can_Shoot = true
			Reloading = false
	end
end
if (key == "f") and Equipped and not Reloading and stance > -2  then
			MouseHeld = false
			Can_Shoot = false
			Reloading = true

			if Safe then
				Safe = false
				stance = 0
				Evt.Stance:FireServer(stance,Settings,Anims)
				IdleAnim()
				Update_Gui()
				--wait(.25)
			end

			if not slideback then
				ChamberAnim()
			else
				ChamberBKAnim()
			end
			Sprint()
			Update_Gui()
			Can_Shoot = true
			Reloading = false
end
if (key == "m") and Equipped and Settings.CanCheckMag and not Reloading and stance > -2 then
			MouseHeld = false
			Can_Shoot = false
			Reloading = true

			if Safe then
				Safe = false
				stance = 0
				Evt.Stance:FireServer(stance,Settings,Anims)
				IdleAnim()
				Update_Gui()
				--wait(.25)
			end
			CheckAnim()
			Sprint()
			Update_Gui()
			Can_Shoot = true
			Reloading = false
end
if (key == "h") and Equipped and ArmaClone:FindFirstChild("LaserPoint") then

	if ServerConfig.RealisticLaser and ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
		if not LaserAtivo and not IRmode then
			LaserAtivo = not LaserAtivo
			IRmode = not IRmode

			if LaserAtivo then

				Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
				Pointer = Instance.new('Part')
				Pointer.Shape = 'Ball'
				Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
				Pointer.Parent = ArmaClone.LaserPoint
				Pointer.CanCollide = false
				Pointer.Color = ArmaClone.LaserPoint.Color
				Pointer.Material = Enum.Material.Neon

				if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
					Pointer.Transparency = 1
				end

				LaserSP = Instance.new('Attachment')
				LaserSP.Parent = ArmaClone.LaserPoint

				LaserEP = Instance.new('Attachment')
				LaserEP.Parent = ArmaClone.LaserPoint

				Laser = Instance.new('Beam')
				Laser.Parent = ArmaClone.LaserPoint
				Laser.Transparency = NumberSequence.new(0)
				Laser.LightEmission = 1
				Laser.LightInfluence = 0
				Laser.Attachment0 = LaserSP
				Laser.Attachment1 = LaserEP
				Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
				Laser.FaceCamera = true
				Laser.Width0 = 0.01
				Laser.Width1 = 0.01

				if ServerConfig.RealisticLaser then
					Laser.Enabled = false
				end

			else
				Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
				Pointer:Destroy()
				LaserSP:Destroy()
				LaserEP:Destroy()
				Laser:Destroy()
			end

			elseif LaserAtivo and IRmode then
			IRmode = not IRmode
		elseif LaserAtivo and not IRmode then
			LaserAtivo = not LaserAtivo

			if LaserAtivo then

				Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
				Pointer = Instance.new('Part')
				Pointer.Shape = 'Ball'
				Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
				Pointer.Parent = ArmaClone.LaserPoint
				Pointer.CanCollide = false
				Pointer.Color = ArmaClone.LaserPoint.Color
				Pointer.Material = Enum.Material.Neon

				if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
					Pointer.Transparency = 1
				end

				LaserSP = Instance.new('Attachment')
				LaserSP.Parent = ArmaClone.LaserPoint

				LaserEP = Instance.new('Attachment')
				LaserEP.Parent = ArmaClone.LaserPoint

				Laser = Instance.new('Beam')
				Laser.Parent = ArmaClone.LaserPoint
				Laser.Transparency = NumberSequence.new(0)
				Laser.LightEmission = 1
				Laser.LightInfluence = 0
				Laser.Attachment0 = LaserSP
				Laser.Attachment1 = LaserEP
				Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
				Laser.FaceCamera = true
				Laser.Width0 = 0.01
				Laser.Width1 = 0.01

				if ServerConfig.RealisticLaser then
					Laser.Enabled = false
				end

			else
				Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
				Pointer:Destroy()
				LaserSP:Destroy()
				LaserEP:Destroy()
				Laser:Destroy()
			end

		end
	else
		LaserAtivo = not LaserAtivo

		if LaserAtivo then

				Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
				Pointer = Instance.new('Part')
				Pointer.Shape = 'Ball'
				Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
				Pointer.Parent = ArmaClone.LaserPoint
				Pointer.CanCollide = false
				Pointer.Color = ArmaClone.LaserPoint.Color
				Pointer.Material = Enum.Material.Neon

				if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
					Pointer.Transparency = 1
				end

				LaserSP = Instance.new('Attachment')
				LaserSP.Parent = ArmaClone.LaserPoint

				LaserEP = Instance.new('Attachment')
				LaserEP.Parent = ArmaClone.LaserPoint

				Laser = Instance.new('Beam')
				Laser.Parent = ArmaClone.LaserPoint
				Laser.Transparency = NumberSequence.new(0)
				Laser.LightEmission = 1
				Laser.LightInfluence = 0
				Laser.Attachment0 = LaserSP
				Laser.Attachment1 = LaserEP
				Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
				Laser.FaceCamera = true
				Laser.Width0 = 0.01
				Laser.Width1 = 0.01

				if ServerConfig.RealisticLaser then
					Laser.Enabled = false
				end

			else
				Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
				Pointer:Destroy()
				LaserSP:Destroy()
				LaserEP:Destroy()
				Laser:Destroy()
			end

	end
	ArmaClone.Handle.Click:play()

end
if (key == "j") and Equipped and ArmaClone:FindFirstChild("FlashPoint") then
	LanternaAtiva = not LanternaAtiva
	ArmaClone.Handle.Click:play()
			if LanternaAtiva then
				Evt.SVFlash:FireServer(true,ArmaClient,ArmaClone.FlashPoint.Light.Angle,ArmaClone.FlashPoint.Light.Brightness,ArmaClone.FlashPoint.Light.Color,ArmaClone.FlashPoint.Light.Range)
				ArmaClone.FlashPoint.Light.Enabled = true
			else
				Evt.SVFlash:FireServer(false,ArmaClient,nil,nil,nil,nil)
				ArmaClone.FlashPoint.Light.Enabled = false
			end
end
if (key == "u") and Equipped and ArmaClone:FindFirstChild("Silenciador") then
	Silencer.Value = not Silencer.Value
	ArmaClone.Handle.Click:play()
			if Silencer.Value == true then
				ArmaClone.Silenciador.Transparency = 0
				ArmaClone.SmokePart.FlashFX.Brightness = 0
				ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 0

				Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)

			else
				ArmaClone.Silenciador.Transparency = 1
				ArmaClone.SmokePart.FlashFX.Brightness = 5
				ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 1000

				Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)
			end
end
if (key == "b") and Equipped and BipodEnabled and ArmaClone:FindFirstChild("BipodPoint") then
	Bipod = not Bipod
	if Bipod == true then
		if ArmaClone.BipodPoint:FindFirstChild("BipodDeploy") ~= nil then
			ArmaClone.BipodPoint.BipodDeploy:play()
		end
	else
		if ArmaClone.BipodPoint:FindFirstChild("BipodRetract") ~= nil then
			ArmaClone.BipodPoint.BipodRetract:play()
		end
	end
end
if (key == "n") and Laserdebounce == false then

		if Player.Character then
		local helmet = Player.Character:FindFirstChild("Helmet")
		if helmet then
			local nvg = helmet:FindFirstChild("Up")
			if nvg then
				Laserdebounce = true
				delay(.8,function()
					NVG = not NVG

		if Aiming and ArmaClone.AimPart:FindFirstChild("NVAim") ~= nil then
		if NVG then
			tweenFoV(70,120)
			TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
		else
			if AimPartMode == 1 then
			tweenFoV(Settings.ChangeFOV[1],120)
			if Settings.FocusOnSight then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
		elseif AimPartMode == 2 then
			tweenFoV(Settings.ChangeFOV[2],120)
			if Settings.FocusOnSight2 then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
			end
		end
	end
	Laserdebounce = false
end)

				end
			end
		end
	end
end)


Prompt: --// Services

Response:
local L_81_ = game:GetService('RunService').RenderStepped
local L_82_ = game:GetService('UserInputService')


Response:
function findAllFlagStands(root)
	local c = root:children()
	for i=1,#c do
		if (c[i].className == "Model" or c[i].className == "Part") then
			findAllFlagStands(c[i])
		end
		if (c[i].className == "FlagStand") then
			table.insert(stands, c[i])
		end
	end
end

function hookUpListeners()
	for i=1,#stands do
		stands[i].FlagCaptured:connect(onCaptureScored)
	end
end

function onPlayerEntered(newPlayer)

	if CTF_mode == true then

		local stats = Instance.new("IntValue")
		stats.Name = "leaderstats"

		local captures = Instance.new("IntValue")
		captures.Name = "Captures"
		captures.Value = 0

		captures.Parent = stats

		-- VERY UGLY HACK
		-- Will this leak threads?
		-- Is the problem even what I think it is (player arrived before character)?
		while true do
			if newPlayer.Character ~= nil then break end
			wait(5)
		end

		stats.Parent = newPlayer

	else

		local stats = Instance.new("IntValue")
		stats.Name = "leaderstats"

		local kills = Instance.new("IntValue")
		kills.Name = "KOs"
		kills.Value = 0

		local cash = Instance.new("IntValue")
		cash.Name = "Cash"
		cash.Value = 0

		local deaths = Instance.new("IntValue")
		deaths.Name = "Wipeouts"
		deaths.Value = 0

		kills.Parent = stats
		deaths.Parent = stats
		cash.Parent = stats

		-- VERY UGLY HACK
		-- Will this leak threads?
		-- Is the problem even what I think it is (player arrived before character)?
		while true do
			if newPlayer.Character ~= nil then break end
			wait(5)
		end

		local humanoid = newPlayer.Character.Humanoid

		humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )

		-- start to listen for new humanoid
		newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )

		stats.Parent = newPlayer

	end

end

function onCaptureScored(player)

		local ls = player:findFirstChild("leaderstats")
		if ls == nil then return end
		local caps = ls:findFirstChild("Captures")
		if caps == nil then return end
		caps.Value = caps.Value + 1

end

findAllFlagStands(game.Workspace)
hookUpListeners()
if (#stands > 0) then CTF_mode = true end
game.Players.ChildAdded:connect(onPlayerEntered)


Prompt: --			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")

Response:
		end
	end

	-- preload anims
	if PreloadAnimsUserFlag then
		for i, animType in pairs(animTable) do
			for idx = 1, animType.count, 1 do
				Humanoid:LoadAnimation(animType[idx].anim)
			end
		end
	end
end


Prompt: -- Bind Events

Response:
CaptureFlag.Event:Connect(OnCaptureFlag)
ReturnFlag.Event:Connect(OnReturnFlag)

return GameManager


Prompt:
-- ROBLOX deviation: matchers does not have MatchersObject type annotation and expect
-- does not have Expect type annotation
--[[
	ROBLOX TODO: add default generic param when possible
	original code:
	export const setMatchers = <State extends MatcherState = MatcherState>(
]]

Response:
local function setMatchers<State>(matchers: MatchersObject<State>, isInternal: boolean, expect): ()
	for key, matcher in pairs(matchers) do
		-- ROBLOX TODO: assign INTERNAL_MATCHER_FLAG to matchers
		if not isInternal then
			local CustomMatcher = {}
			CustomMatcher.__index = CustomMatcher
			setmetatable(CustomMatcher, AsymmetricMatcher)

			CustomMatcher.new = function(inverse: boolean?, ...)
				inverse = if inverse ~= nil then inverse else false
				local self = AsymmetricMatcher.new({ ... }, inverse)
				setmetatable(self, CustomMatcher)
				return self
			end

			CustomMatcher.asymmetricMatch = function(self, other: any)
				local pass = matcher(self:getMatcherContext(), other, unpack(self.sample)).pass

				return if self.inverse then not pass else pass
			end

			CustomMatcher.toString = function(self)
				if self.inverse then
					return string.format("never.%s", key)
				end
				return tostring(key)
			end

			CustomMatcher.getExpectedType = function(self)
				return "any"
			end

			CustomMatcher.toAsymmetricMatcher = function(self)
				local sample = self.sample
				local i = 1
				local printval = ""
				while i < #sample do
					printval = printval .. tostring(sample[i]) .. ", "
					i += 1
				end
				printval = printval .. tostring(sample[i])
				return string.format("%s<%s>", self:toString(), printval)
			end

			-- ROBLOX deviation start: there is not Object.defineProperty equivalent in Lua
			expect[key] = function(...)
				return CustomMatcher.new(false, ...)
			end
			if not expect.never then
				expect.never = {}
			end
			expect.never[key] = function(...)
				return CustomMatcher.new(true, ...)
			end
			-- ROBLOX deviation end
		end
	end

	Object.assign(_G[JEST_MATCHERS_OBJECT].matchers, matchers)
end

return {
	INTERNAL_MATCHER_FLAG = INTERNAL_MATCHER_FLAG,
	getState = getState,
	setState = setState,
	getMatchers = getMatchers,
	setMatchers = setMatchers,
}


Prompt: -- variables

Response:
local hrp = script.Parent:WaitForChild("HumanoidRootPart");
local head = script.Parent:WaitForChild("Head");
local neck = head:WaitForChild("Neck");
local waist = script.Parent:WaitForChild("UpperTorso"):WaitForChild("Waist");
local neckC0 = neck.C0;
local waistC0 = waist.C0;

local target = script.Parent.Parent.Target;


Prompt: --| More |--

Response:
local Camera = workspace.Camera
local DFOV = 70
local Info = TweenInfo.new(0.5)


Prompt:
-- ALL OF THE CREDITS GOES TO V_SUZUKI
-- ORIGINAL MODEL https://www.roblox.com/library/6990325381/tech
-- KINDA GLITCHY

Response: script:Remove() --self destruct


Prompt: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!

Response:
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.Pin -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)


Prompt: --EQUIP ANIMATION

Response:
wait(0.1)
Animate(
 CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, 0.1, 0.165-((0.065))) * CFrame.fromEulerAnglesXYZ(math.rad(-35)+(math.rad(15)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(-1.5, -0.27+((0.37)), -1+((1.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-123)+(math.rad(103)), math.rad(-10), 0) * CFrame.new(0,1.5,0)
,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
,0.2)


Prompt: --/Sight

Response:
module.SightZoom 	= 0		-- Set to 0 if you want to use weapon's default zoom
module.SightZoom2 	= 0		--Set this to alternative zoom or Aimpart2 Zoom


Prompt: -- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote

Response:
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}


Prompt: -- Functions

Response:
local function onPlayerJoin(plr)

	-- . . .

end


Prompt:
--[=[
	@within TableUtil
	@function Sync
	@param srcTbl table -- Source table
	@param templateTbl table -- Template table
	@return table

	Synchronizes the `srcTbl` based on the `templateTbl`. This will make
	sure that `srcTbl` has all of the same keys as `templateTbl`, including
	removing keys in `srcTbl` that are not present in `templateTbl`. This
	is a _deep_ operation, so any nested tables will be synchronized as
	well.

	```lua
	local template = {kills = 0, deaths = 0, xp = 0}
	local data = {kills = 10, experience = 12}
	data = TableUtil.Sync(data, template)
	print(data) --> {kills = 10, deaths = 0, xp = 0}
	```

	:::caution Data Loss Warning
	This is a two-way sync, so the source table will have data
	_removed_ that isn't found in the template table. This can
	be problematic if used for player data, where there might
	be dynamic data added that isn't in the template.

	For player data, use `TableUtil.Reconcile` instead.
]=]

Response:
local function Sync<S, T>(srcTbl: S, templateTbl: T): T
	assert(type(srcTbl) == "table", "First argument must be a table")
	assert(type(templateTbl) == "table", "Second argument must be a table")

	local tbl = table.clone(srcTbl)

	-- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl'
	-- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl'
	-- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl'
	for k, v in pairs(tbl) do
		local vTemplate = templateTbl[k]

		-- Remove keys not within template:
		if vTemplate == nil then
			tbl[k] = nil

			-- Synchronize data types:
		elseif type(v) ~= type(vTemplate) then
			if type(vTemplate) == "table" then
				tbl[k] = Copy(vTemplate, true)
			else
				tbl[k] = vTemplate
			end

			-- Synchronize sub-tables:
		elseif type(v) == "table" then
			tbl[k] = Sync(v, vTemplate)
		end
	end

	-- Add any missing keys:
	for k, vTemplate in pairs(templateTbl) do
		local v = tbl[k]

		if v == nil then
			if type(vTemplate) == "table" then
				tbl[k] = Copy(vTemplate, true)
			else
				tbl[k] = vTemplate
			end
		end
	end

	return (tbl :: any) :: T
end


Prompt:
--[[**
	ensures all keys in given table pass check

	@param check The function to use to check the keys

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

Response:
function t.keys(check)
	assert(t.callback(check))
	return function(value)
		local tableSuccess, tableErrMsg = t.table(value)
		if tableSuccess == false then
			return false, tableErrMsg or ""
		end

		for key in value do
			local success, errMsg = check(key)
			if success == false then
				return false, string.format("bad key %s:\n\t%s", tostring(key), errMsg or "")
			end
		end

		return true
	end
end


Prompt: -- Patrol configuration

Response:
local PATROL_ENABLED = getValueFromConfig("PatrolEnabled")
local PATROL_RADIUS = getValueFromConfig("PatrolRadius")


Prompt:
--[=[
	@class Comm
	Remote communication library.

	This exposes the raw functions that are used by the `ServerComm` and `ClientComm` classes.
	Those two classes should be preferred over accessing the functions directly through this
	Comm library.
]=]

Response:
local Comm = {
	Server = require(script.Server),
	Client = require(script.Client),
	ServerComm = require(script.Server.ServerComm),
	ClientComm = require(script.Client.ClientComm),
}


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- Sets whether suspension is enabled

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

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

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

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.RAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

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

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

	--Aesthetics
	Tune.SusVisible		= true			-- Spring Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count


Prompt: -- Support for debounce

Response:
function PlayCutscene()
	if bin then
		bin = false
		Music:Play()
		if ProtectTheCharacterWhilePlaying and ProtectTheCharacterWhilePlaying.Value and Player.Character then
			CharacterProtector.Parent = Player.Character
		end
		Demo:Play()
	end
end

Demo.EStop.Event:Connect(function()
	wait_time(Debounce.Value)
	CharacterProtector.Parent = nil
	if PlayOnce then
		if not PlayOnce.Value then
			bin = true
		end
	else
		bin = true
	end
	if StopMusicWhenFinished and StopMusicWhenFinished.Value then
		Music:Stop()
		if OnFinishedRemove then
			for i,v in pairs(OnFinishedRemove:GetChildren()) do
				if v:IsA("ObjectValue") then
					if v.Value then
						v.Value:Destroy()
					end
				end
			end
		end
	end
end)


Prompt: --declarations

Response:
sp = script.Parent
local cover = sp.Cover
local covergui = sp.CoverGui
local maingui = sp.MainGui
local click = cover.ClickDetector
local handle = sp.Storage.Handle
local tool = sp.Storage.Cup
local repair = sp.Repair.TextButton
local repairtwo = true

local ready = true


Prompt:
------------------------------------------------------------------------
--
-- * used in luaK:exp2nextreg(), luaK:exp2anyreg(), luaK:storevar()
------------------------------------------------------------------------

Response:
function luaK:exp2reg(fs, e, reg)
  self:discharge2reg(fs, e, reg)
  if e.k == "VJMP" then
    e.t = self:concat(fs, e.t, e.info)  -- put this jump in 't' list
  end
  if self:hasjumps(e) then
    local final  -- position after whole expression
    local p_f = self.NO_JUMP  -- position of an eventual LOAD false
    local p_t = self.NO_JUMP  -- position of an eventual LOAD true
    if self:need_value(fs, e.t) or self:need_value(fs, e.f) then
      local fj = (e.k == "VJMP") and self.NO_JUMP or self:jump(fs)
      p_f = self:code_label(fs, reg, 0, 1)
      p_t = self:code_label(fs, reg, 1, 0)
      self:patchtohere(fs, fj)
    end
    final = self:getlabel(fs)
    self:patchlistaux(fs, e.f, final, reg, p_f)
    self:patchlistaux(fs, e.t, final, reg, p_t)
  end
  e.f, e.t = self.NO_JUMP, self.NO_JUMP
  e.info = reg
  e.k = "VNONRELOC"
end


Prompt:
-----------------------------------------------------------------------------------------------------
-- Coin Animation

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

local info = TweenInfo.new(
	3, -- length (seconds)
	Enum.EasingStyle.Back, -- easing style
	Enum.EasingDirection.InOut, -- easing direction
	-1, -- times repeated (-1 = infinite)
	true, -- should it reverse
	0 -- delay
)

local function coinAnimation(coin)
	coin = coin.PrimaryPart
	wait()
	local goals = {
		Orientation = Vector3.new(0, 360, 0);
		Position = (coin.Position + Vector3.new(0, 1.5, 0));
	}
	local coinAnimation = tweenService:Create(coin, info, goals)
	coinAnimation:Play()
end


Prompt: -- Load tool completely before loading cached libraries

Response:
local Tool = script.Parent;
local Indicator = Tool:WaitForChild 'Loaded';
while not Indicator.Value do
	Indicator.Changed:wait();
end;


Prompt:
-- This DOESN'T Prevents to fire 'Unequip()' event, says it all the name,
-- auto-equip!
--Place this in a Tool.

Response:
EnableBackpackGui = true -- Keep at true -_-
Weapon = script.Parent.Name
local player = game:GetService("Players").LocalPlayer
local mouse = player:GetMouse();
local char = player.Character
local tool = player.Backpack:FindFirstChild(""..Weapon.."")
db=1


Prompt: --game:GetService("Players").PlayerAdded:Connect(function(player)

Response:
	--local character = player.Character or player.CharacterAdded:Wait()

	--player.CharacterAdded:Connect(function(character)
		--character_added(character)
	--end)


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

Response:
function Promise.prototype:andThenCall(callback, ...)
	local length, values = pack(...)
	return self:andThen(function()
		return callback(unpack(values, 1, length))
	end)
end


Prompt: --Turbocharger

Response:
local BOV_Loudness = 1	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 0.9	--max pitch of the BOV (not exact so might have to mess with it)


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

Response:
function String.endsWith(str: string, postfix: string): boolean
	return str:sub(-#postfix) == postfix
end


Prompt: -- ProfileStore object:

Response:
local ProfileStore = {
	--[[
		Mock = {},

		_profile_store_name = "", -- [string] -- DataStore name
		_profile_store_scope = nil, -- [string] or [nil] -- DataStore scope
		_profile_store_lookup = "", -- [string] -- _profile_store_name .. "\0" .. (_profile_store_scope or "")

		_profile_template = {}, -- [table]
		_global_data_store = global_data_store, -- [GlobalDataStore] -- Object returned by DataStoreService:GetDataStore(_profile_store_name)

		_loaded_profiles = {[profile_key] = Profile, ...},
		_profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...},

		_mock_loaded_profiles = {[profile_key] = Profile, ...},
		_mock_profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...},
	--]]
}
ProfileStore.__index = ProfileStore

function ProfileStore:LoadProfileAsync(profile_key, not_released_handler, _use_mock) --> [Profile / nil] not_released_handler(place_id, game_job_id)
	if self._profile_template == nil then
		error("[ProfileService]: Profile template not set - ProfileStore:LoadProfileAsync() locked for this ProfileStore")
	end
	if type(profile_key) ~= "string" then
		error("[ProfileService]: profile_key must be a string")
	elseif string.len(profile_key) == 0 then
		error("[ProfileService]: Invalid profile_key")
	end
	if type(not_released_handler) ~= "function" and not_released_handler ~= "ForceLoad" and not_released_handler ~= "Steal" then
		error("[ProfileService]: Invalid not_released_handler")
	end

	if ProfileService.ServiceLocked == true then
		return nil
	end

	WaitForPendingProfileStore(self)

	local is_user_mock = _use_mock == UseMockTag

	-- Check if profile with profile_key isn't already loaded in this session:
	for _, profile_store in ipairs(ActiveProfileStores) do
		if profile_store._profile_store_lookup == self._profile_store_lookup then
			local loaded_profiles = is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles
			if loaded_profiles[profile_key] ~= nil then
				error("[ProfileService]: Profile " .. IdentifyProfile(self._profile_store_name, self._profile_store_scope, profile_key) .. " is already loaded in this session")
				-- Are you using Profile:Release() properly?
			end
		end
	end

	ActiveProfileLoadJobs = ActiveProfileLoadJobs + 1
	local force_load = not_released_handler == "ForceLoad"
	local force_load_steps = 0
	local request_force_load = force_load -- First step of ForceLoad
	local steal_session = false -- Second step of ForceLoad
	local aggressive_steal = not_released_handler == "Steal" -- Developer invoked steal
	while ProfileService.ServiceLocked == false do
		-- Load profile:
		-- SPECIAL CASE - If LoadProfileAsync is called for the same key before another LoadProfileAsync finishes,
		-- yoink the DataStore return for the new call. The older call will return nil. This would prevent very rare
		-- game breaking errors where a player rejoins the server super fast.
		local profile_load_jobs = is_user_mock == true and self._mock_profile_load_jobs or self._profile_load_jobs
		local loaded_data
		local load_id = LoadIndex + 1
		LoadIndex = load_id
		local profile_load_job = profile_load_jobs[profile_key] -- {load_id, loaded_data}
		if profile_load_job ~= nil then
			profile_load_job[1] = load_id -- Yoink load job
			while profile_load_job[2] == nil do -- Wait for job to finish
				Madwork.HeartbeatWait()
			end
			if profile_load_job[1] == load_id then -- Load job hasn't been double-yoinked
				loaded_data = profile_load_job[2]
				profile_load_jobs[profile_key] = nil
			else
				ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1
				return nil
			end
		else
			profile_load_job = {load_id, nil}
			profile_load_jobs[profile_key] = profile_load_job
			profile_load_job[2] = StandardProfileUpdateAsyncDataStore(
				self,
				profile_key,
				{
					ExistingProfileHandle = function(latest_data)
						if ProfileService.ServiceLocked == false then
							local active_session = latest_data.MetaData.ActiveSession
							local force_load_session = latest_data.MetaData.ForceLoadSession
							-- IsThisSession(active_session)
							if active_session == nil then
								latest_data.MetaData.ActiveSession = {PlaceId, JobId}
								latest_data.MetaData.ForceLoadSession = nil
							elseif type(active_session) == "table" then
								if IsThisSession(active_session) == false then
									local last_update = latest_data.MetaData.LastUpdate
									if last_update ~= nil then
										if os.time() - last_update > SETTINGS.AssumeDeadSessionLock then
											latest_data.MetaData.ActiveSession = {PlaceId, JobId}
											latest_data.MetaData.ForceLoadSession = nil
											return
										end
									end
									if steal_session == true or aggressive_steal == true then
										local force_load_uninterrupted = false
										if force_load_session ~= nil then
											force_load_uninterrupted = IsThisSession(force_load_session)
										end
										if force_load_uninterrupted == true or aggressive_steal == true then
											latest_data.MetaData.ActiveSession = {PlaceId, JobId}
											latest_data.MetaData.ForceLoadSession = nil
										end
									elseif request_force_load == true then
										latest_data.MetaData.ForceLoadSession = {PlaceId, JobId}
									end
								else
									latest_data.MetaData.ForceLoadSession = nil
								end
							end
						end
					end,
					MissingProfileHandle = function(latest_data)
						latest_data.Data = DeepCopyTable(self._profile_template)
						latest_data.MetaData = {
							ProfileCreateTime = os.time(),
							SessionLoadCount = 0,
							ActiveSession = {PlaceId, JobId},
							ForceLoadSession = nil,
							MetaTags = {},

						}
					end,
					EditProfile = function(latest_data)
						if ProfileService.ServiceLocked == false then
							local active_session = latest_data.MetaData.ActiveSession
							if active_session ~= nil and IsThisSession(active_session) == true then
								latest_data.MetaData.SessionLoadCount = latest_data.MetaData.SessionLoadCount + 1
								latest_data.MetaData.LastUpdate = os.time()
							end
						end
					end,
				},
				is_user_mock
			)
			if profile_load_job[1] == load_id then -- Load job hasn't been yoinked
				loaded_data = profile_load_job[2]
				profile_load_jobs[profile_key] = nil
			else
				ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1
				return nil -- Load job yoinked
			end
		end
		-- Handle load_data:
		if loaded_data ~= nil then
			local active_session = loaded_data.MetaData.ActiveSession
			if type(active_session) == "table" then
				if IsThisSession(active_session) == true then
					-- Special component in MetaTags:
					loaded_data.MetaData.MetaTagsLatest = DeepCopyTable(loaded_data.MetaData.MetaTags)
					-- Case #1: Profile is now taken by this session:
					-- Create Profile object:
					local global_updates_object = {
						_updates_latest = loaded_data.GlobalUpdates,
						_pending_update_lock = {},
						_pending_update_clear = {},

						_new_active_update_listeners = Madwork.NewScriptSignal(),
						_new_locked_update_listeners = Madwork.NewScriptSignal(),

						_profile = nil,
					}
					setmetatable(global_updates_object, GlobalUpdates)
					local profile = {
						Data = loaded_data.Data,
						MetaData = loaded_data.MetaData,
						MetaTagsUpdated = Madwork.NewScriptSignal(),
						GlobalUpdates = global_updates_object,

						_profile_store = self,
						_profile_key = profile_key,

						_release_listeners = Madwork.NewScriptSignal(),
						_hop_ready_listeners = Madwork.NewScriptSignal(),
						_hop_ready = false,

						_load_timestamp = os.clock(),

						_is_user_mock = is_user_mock,
					}
					setmetatable(profile, Profile)
					global_updates_object._profile = profile
					-- Referencing Profile object in ProfileStore:
					if next(self._loaded_profiles) == nil and next(self._mock_loaded_profiles) == nil then -- ProfileStore object was inactive
						table.insert(ActiveProfileStores, self)
					end
					if is_user_mock == true then
						self._mock_loaded_profiles[profile_key] = profile
					else
						self._loaded_profiles[profile_key] = profile
					end
					-- Adding profile to AutoSaveList;
					AddProfileToAutoSave(profile)
					-- Special case - finished loading profile, but session is shutting down:
					if ProfileService.ServiceLocked == true then
						SaveProfileAsync(profile, true) -- Release profile and yield until the DataStore call is finished
						profile = nil -- nil will be returned by this call
					end
					-- Return Profile object:
					ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1
					return profile
				else
					-- Case #2: Profile is taken by some other session:
					if force_load == true then
						local force_load_session = loaded_data.MetaData.ForceLoadSession
						local force_load_uninterrupted = false
						if force_load_session ~= nil then
							force_load_uninterrupted = IsThisSession(force_load_session)
						end
						if force_load_uninterrupted == true then
							if request_force_load == false then
								force_load_steps = force_load_steps + 1
								if force_load_steps == SETTINGS.ForceLoadMaxSteps then
									steal_session = true
								end
							end
							Madwork.HeartbeatWait() -- Overload prevention
						else
							-- Another session tried to force load this profile:
							ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1
							return nil
						end
						request_force_load = false -- Only request a force load once
					elseif aggressive_steal == true then
						Madwork.HeartbeatWait() -- Overload prevention
					else
						local handler_result = not_released_handler(active_session[1], active_session[2])
						if handler_result == "Repeat" then
							Madwork.HeartbeatWait() -- Overload prevention
						elseif handler_result == "Cancel" then
							ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1
							return nil
						elseif handler_result == "ForceLoad" then
							force_load = true
							request_force_load = true
							Madwork.HeartbeatWait() -- Overload prevention
						elseif handler_result == "Steal" then
							aggressive_steal = true
							Madwork.HeartbeatWait() -- Overload prevention
						else
							error(
								"[ProfileService]: Invalid return from not_released_handler (\"" .. tostring(handler_result) .. "\")(" .. type(handler_result) .. ");" ..
									"\n" .. IdentifyProfile(self._profile_store_name, self._profile_store_scope, profile_key) ..
								" Traceback:\n" .. debug.traceback()
							)
						end
					end
				end
			else
				ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1
				return nil -- In this scenario it is likely the ProfileService.ServiceLocked flag was raised
			end
		else
			Madwork.HeartbeatWait() -- Overload prevention
		end
	end
	ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1
	return nil -- If loop breaks return nothing
end

function ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler, _use_mock) --> [GlobalUpdates / nil] (update_handler(GlobalUpdates))
	if type(profile_key) ~= "string" or string.len(profile_key) == 0 then
		error("[ProfileService]: Invalid profile_key")
	end
	if type(update_handler) ~= "function" then
		error("[ProfileService]: Invalid update_handler")
	end

	if ProfileService.ServiceLocked == true then
		return nil
	end

	WaitForPendingProfileStore(self)

	while ProfileService.ServiceLocked == false do
		-- Updating profile:
		local loaded_data = StandardProfileUpdateAsyncDataStore(
			self,
			profile_key,
			{
				ExistingProfileHandle = nil,
				MissingProfileHandle = nil,
				EditProfile = function(latest_data)
					-- Running update_handler:
					local global_updates_object = {
						_updates_latest = latest_data.GlobalUpdates,
						_update_handler_mode = true,
					}
					setmetatable(global_updates_object, GlobalUpdates)
					update_handler(global_updates_object)
				end,
			},
			_use_mock == UseMockTag
		)
		CustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key)
		-- Handling loaded_data:
		if loaded_data ~= nil then
			-- Return GlobalUpdates object (Update successful):
			local global_updates_object = {
				_updates_latest = loaded_data.GlobalUpdates,
			}
			setmetatable(global_updates_object, GlobalUpdates)
			return global_updates_object
		else
			Madwork.HeartbeatWait() -- Overload prevention
		end
	end
	return nil -- Return nothing (Update unsuccessful)
end

function ProfileStore:ViewProfileAsync(profile_key, _use_mock) --> [Profile / nil]
	if type(profile_key) ~= "string" or string.len(profile_key) == 0 then
		error("[ProfileService]: Invalid profile_key")
	end

	if ProfileService.ServiceLocked == true then
		return nil
	end

	WaitForPendingProfileStore(self)

	while ProfileService.ServiceLocked == false do
		-- Load profile:
		local loaded_data = StandardProfileUpdateAsyncDataStore(
			self,
			profile_key,
			{
				ExistingProfileHandle = nil,
				MissingProfileHandle = nil,
				EditProfile = nil,
			},
			_use_mock == UseMockTag
		)
		CustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key)
		-- Handle load_data:
		if loaded_data ~= nil then
			-- Create Profile object:
			local global_updates_object = {
				_updates_latest = loaded_data.GlobalUpdates,
				_profile = nil,
			}
			setmetatable(global_updates_object, GlobalUpdates)
			local profile = {
				Data = loaded_data.Data,
				MetaData = loaded_data.MetaData,
				MetaTagsUpdated = Madwork.NewScriptSignal(),
				GlobalUpdates = global_updates_object,

				_profile_store = self,
				_profile_key = profile_key,

				_view_mode = true,

				_load_timestamp = os.clock(),
			}
			setmetatable(profile, Profile)
			global_updates_object._profile = profile
			-- Returning Profile object:
			return profile
		else
			Madwork.HeartbeatWait() -- Overload prevention
		end
	end
	return nil -- If loop breaks return nothing
end

function ProfileStore:WipeProfileAsync(profile_key, _use_mock) --> is_wipe_successful [bool]
	if type(profile_key) ~= "string" or string.len(profile_key) == 0 then
		error("[ProfileService]: Invalid profile_key")
	end

	if ProfileService.ServiceLocked == true then
		return false
	end

	WaitForPendingProfileStore(self)

	local wipe_status = StandardProfileUpdateAsyncDataStore(
		self,
		profile_key,
		{
			WipeProfile = true
		},
		_use_mock == UseMockTag
	)

	CustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key)

	return wipe_status
end


Prompt:
-- Only require on client
-- Example test-code at bottom of script

Response:
local MAX_CONFETTI = 200
local REMOVE_OLD_AT_MAX = false	-- Can be slow when max is hit

local MASTER_SCALE = 1
local CONFETTI_WIDTH = 40
local CONFETTI_HEIGHT = 25
local Z_INDEX = 80

local AVG_FLICKER_TIME = .5
local MAX_ROTATION_SPEED = 360
local NUDGE_CHANCE_PER_SECOND = 4
local NUDGE_SPEED = 100

local DRAG = .61
local GRAVITY = Vector2.new(0,150)

local CONFETTI_COLORS = {}
local GENERATED_COLORS = 8
local GENERATED_COLOR_SATURATION = .7--.5
local GENERATED_COLOR_VALUE = .9

local module = {}
local confettiCount = 0
local confettis = {}
local topbarOffset = (script.Parent.IgnoreGuiInset and game.GuiService:GetGuiInset()) or Vector2.new(0,0)
local killzone = script.Parent.AbsoluteSize.Y + topbarOffset.Y + 100
local screenWidth = script.Parent.AbsoluteSize.X
local random = math.random
local min = math.min
local sin = math.sin
local cos = math.cos
local tau = math.pi*2
local abs = math.abs

local confettiTemplate = Instance.new('Frame')
confettiTemplate.Size = UDim2.new(0,0,0,0)
confettiTemplate.ZIndex = Z_INDEX
confettiTemplate.AnchorPoint = Vector2.new(.5,.5)
confettiTemplate.BorderSizePixel = 0

function updateScreenSize()
	killzone = script.Parent.AbsoluteSize.Y + 100
	screenWidth = script.Parent.AbsoluteSize.X
end
updateScreenSize()
script.Parent:GetPropertyChangedSignal('AbsoluteSize'):connect(updateScreenSize)

for i=1,GENERATED_COLORS do
	local color = Color3.fromHSV(
		i/GENERATED_COLORS,
		GENERATED_COLOR_SATURATION,
		GENERATED_COLOR_VALUE
	)
	table.insert(CONFETTI_COLORS, color)
end

function randomDirection(speed)
	local direction = random()*tau
	return Vector2.new(sin(direction),cos(direction)) * (speed or 1)
end

function createConfetti(pos, vel)
	local maxedOut = confettiCount >= MAX_CONFETTI
	if maxedOut and REMOVE_OLD_AT_MAX and random() then
		-- This is the best method I can figure for removing a random item from a dictionary of known length
		local removeCoutndown = random(1,MAX_CONFETTI)
		for confetti,_ in pairs(confettis) do
			removeCoutndown = removeCoutndown - 1
			if removeCoutndown <= 0 then
				confetti:Destroy()
				confettiCount = confettiCount - 1
				confettis[confetti] = nil
				maxedOut = confettiCount >= MAX_CONFETTI
				break
			end
		end
	end
	if not maxedOut then
		confettiCount = confettiCount + 1
		local color = CONFETTI_COLORS[random(1,#CONFETTI_COLORS)]
		local h,s,v = Color3.toHSV(color)
		local darkColor = Color3.fromHSV(h,s,v*.7)
		local rot = random()*360
		local data = {
			flickerTime = AVG_FLICKER_TIME*(.75+random()*.5),
			rotVel = (random()*2-1) * MAX_ROTATION_SPEED,
			rot = rot,
			color = color,
			darkColor = darkColor,
			pos = (pos or Vector2.new(0,0)) + topbarOffset,
			vel = vel or Vector2.new(0,0),
			scale = (.5+random()*.5) * MASTER_SCALE
		}
		local confetti = confettiTemplate:Clone()
		confetti.Rotation = rot
		confetti.BackgroundColor3 = data.color
		confettis[confetti] = data
		confetti.Parent = script.Parent
	end
end

function explode(count)
	local pos = script.Parent.EffectFrame.AbsolutePosition + script.Parent.EffectFrame.AbsoluteSize * 0.5
	local count = count
	local speed = 700-- or 300
	for i=1, count do
		local vel = randomDirection(speed)*(random()^.5)
		createConfetti(pos, vel)
	end
end

function rain(count, speed)
	local count = count or 50
	local speed = speed or 20
	for i=1, count do
		local vel = randomDirection(speed)*(random()^.5)
		local pos = Vector2.new(random()*screenWidth,random()*-100)
		createConfetti(pos, vel)
	end
end

game:GetService('RunService').Heartbeat:Connect(function(delta)
	local t = tick()
	local drag = DRAG^delta
	for confetti, data in pairs(confettis) do
		if confetti.Parent then
			local scale = data.scale
			local flickerPercent = (t/data.flickerTime)%1
			if random() < NUDGE_CHANCE_PER_SECOND*delta then
				data.rotVel = data.rotVel + ((random()*2-1)*180)
				data.vel = data.vel + Vector2.new(NUDGE_SPEED*(random()*2-1), NUDGE_SPEED*(random()*.5))
			end
			data.vel = (data.vel * drag) + GRAVITY*delta*MASTER_SCALE
			data.pos = data.pos + data.vel*delta
			data.rotVel = data.rotVel * drag
			data.rot = data.rot + data.rotVel*delta
			confetti.BackgroundColor3 = flickerPercent > .5 and data.color or data.darkColor
			confetti.Position = UDim2.new(0,data.pos.x,0,data.pos.y)
			confetti.Size = UDim2.new(0,CONFETTI_WIDTH*scale,0,CONFETTI_HEIGHT*abs(sin(flickerPercent*tau))*scale)
			confetti.Rotation = data.rot
			if confetti.AbsolutePosition.Y > killzone then
				confetti:Destroy()
				confettiCount = confettiCount - 1
				confettis[confetti] = nil
			end
		else
			confettiCount = confettiCount - 1
			confettis[confetti] = nil
		end
	end
end)

module.CreateConfetti = createConfetti		--(pos, vel)
module.Explode = explode					--(pos, count, speed)
module.Rain = rain							--(count)

return module


Prompt: --- Sets the place name label on the interface

Response:
function Cmdr:SetPlaceName (name)
	self.PlaceName = name
	Interface.Window:UpdateLabel()
end


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

Response:
client = nil;
service = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
GetEnv = nil;
origEnv = nil;
logError = nil;
return function()
	local u1 = nil;
	local l__client__2 = client;
	local u3 = nil;
	local u4 = nil;
	local u5 = nil;
	local u6 = nil;
	local u7 = nil;
	local u8 = nil;
	getfenv().client = nil;
	getfenv().service = nil;
	getfenv().script = nil;
	local v1 = {
		Init = function()
			u1 = l__client__2.UI;
			u3 = l__client__2.Anti;
			u4 = l__client__2.Core;
			u5 = l__client__2.Variables;
			u6 = l__client__2.Functions;
			u7 = l__client__2.Process;
			u8 = l__client__2.Remote;
		end,
		RateLimits = {
			Remote = 0.02,
			Command = 0.1,
			Chat = 0.1,
			RateLog = 10
		}
	};
	local l__type__9 = type;
	local l__service__10 = service;
	local l__unpack__11 = unpack;
	function v1.Remote(p1, p2, ...)
		local v2 = { ... };
		u8.Received = u8.Received + 1;
		if l__type__9(p2) == "string" then
			if p2 == l__client__2.DepsName .. "GIVE_KEY" then
				if not u4.Key then
					u4.Key = v2[1];
					l__client__2.Finish_Loading();
					return;
				end;
			else
				if u8.UnEncrypted[p2] then
					return { u8.UnEncrypted[p2](...) };
				end;
				if u4.Key then
					local v3 = u8.Decrypt(p2, u4.Key);
					local v4 = p1.Mode == "Get" and u8.Returnables[v3] or u8.Commands[v3];
					if v4 then
						local v5 = { l__service__10.TrackTask("Remote: " .. v3, v4, v2) };
						if not v5[1] then
							logError(v5[2]);
							return;
						else
							return { l__unpack__11(v5, 2) };
						end;
					end;
				end;
			end;
		end;
	end;
	function v1.LogService(p3, p4)

	end;
	local l__string__12 = string;
	local l__script__13 = script;
	local l__tostring__14 = tostring;
	function v1.ErrorMessage(p5, p6, p7)
		if p5 and p5 ~= "nil" and p5 ~= "" and (not (not l__string__12.find(p5, "::Adonis::")) or not (not l__string__12.find(p5, l__script__13.Name)) or p7 == l__script__13) then
			logError(l__tostring__14(p5) .. " - " .. l__tostring__14(p6));
		end;
		if (p7 == nil or not p6 or p6 == "") and p6 and not l__string__12.find(p6, "CoreGui.RobloxGui") then

		end;
	end;
	function v1.Chat(p8)
		if not l__service__10.Player or l__service__10.Player.Parent ~= l__service__10.Players then
			u8.Fire("ProcessChat", p8);
		end;
	end;
	function v1.CharacterAdded()
		u1.GetHolder();
		l__service__10.Events.CharacterAdded:fire();
	end;
	local l__next__15 = next;
	local l__pcall__16 = pcall;
	function v1.CharacterRemoving()
		if u5.UIKeepAlive then
			for v6, v7 in l__next__15, l__client__2.GUIs do
				if v7.Class == "ScreenGui" or v7.Class == "GuiMain" or v7.Class == "TextLabel" then
					if v7.CanKeepAlive and (not v7.Object:IsA("ScreenGui") or v7.Object.ResetOnSpawn) then
						v7.KeepAlive = true;
						v7.KeepParent = v7.Object.Parent;
						v7.Object.Parent = nil;
					elseif not v7.CanKeepAlive then
						l__pcall__16(v7.Destroy, v7);
					end;
				end;
			end;
		end;
		if u5.GuiViewFolder then
			u5.GuiViewFolder:Destroy();
			u5.GuiViewFolder = nil;
		end;
		if u5.ChatEnabled then
			l__service__10.StarterGui:SetCoreGuiEnabled("Chat", true);
		end;
		if u5.PlayerListEnabled then
			l__service__10.StarterGui:SetCoreGuiEnabled("PlayerList", true);
		end;
		local v8 = l__service__10.UserInputService:GetFocusedTextBox();
		if v8 then
			v8:ReleaseFocus();
		end;
		l__service__10.Events.CharacterRemoving:fire();
	end;
	l__client__2.Process = v1;
end;


Prompt: -- Example: Call determineWinningMap after the voting period

Response:
wait(20)
determineWinningMap()


Prompt: --[[Weight and CG]]

Response:
--
	Tune.Weight			= 450 + 150 -- Bike weight in LBS
	Tune.WeightBrickSize	= {		-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]	3	,
	 --[[Height]]	3	,
	 --[[Length]]	8	}

	Tune.WeightDistribution = 50 	-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= 0.8 		-- Center of gravity height (studs relative to median of the wheels)
	Tune.WBVisible		= false 	-- Makes the weight brick visible (Debug)
	Tune.BalVisible		= false 	-- Makes the balance brick visible (Debug)


Prompt: -- Notice prompts

Response:
local noticeFrame = Instance.new("ImageLabel")
noticeFrame.BackgroundTransparency = 1
noticeFrame.Name = "NoticeFrame"
noticeFrame.Position = UDim2.new(0.45, 0, 0, -2)
noticeFrame.Size = UDim2.new(1, 0, 0.7, 0)
noticeFrame.Visible = true
noticeFrame.ZIndex = 12--4
noticeFrame.ImageTransparency = 1
noticeFrame.ScaleType = Enum.ScaleType.Fit
noticeFrame.Parent = iconButton
noticeFrame.Active = false

local noticeLabel = Instance.new("TextLabel")
noticeLabel.Name = "NoticeLabel"
noticeLabel.BackgroundTransparency = 1
noticeLabel.Position = UDim2.new(0.25, 0, 0.15, 0)
noticeLabel.Size = UDim2.new(0.5, 0, 0.7, 0)
noticeLabel.Visible = true
noticeLabel.ZIndex = 13--5
noticeLabel.Font = Enum.Font.Arial
noticeLabel.Text = "0"
noticeLabel.TextTransparency = 1
noticeLabel.TextScaled = true
noticeLabel.Parent = noticeFrame
noticeLabel.Active = false


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

Response: Explode()


Prompt: --faketorso.Massless = true

Response:
faketorso.Parent = viewmodel
viewmodel.PrimaryPart = fakeroot
viewmodel.WorldPivot = fakeroot.CFrame+fakeroot.CFrame.UpVector*5
viewmodel.Parent = nil
local fakelowertorso = nil
local waistclone = nil
local leftshoulderclone = nil
local rightshoulderclone = nil
local roothipclone = nil


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

Response:
local PackageIndex = script.Parent.Parent.Parent._Index

local Package = require(PackageIndex["TestEZ-edcba0e9-2.4.1"]["TestEZ"])

return Package


Prompt: -- In radian the maximum accuracy penalty

Response: local MaxSpread = 0.1


Prompt: --[[ Functions ]]

Response:
--
local function to_str_arr(self, init)
	if init then
		self = string.sub(self, utf8.offset(self, init));
	end;
	local len = utf8.len(self);
	if len <= 1999 then
		return { n = len, s = self, utf8.codepoint(self, 1, #self) };
	end;
	local clen = math.ceil(len / 1999);
	local ret = table.create(len);
	local p = 1;
	for i = 1, clen do
		local c = table.pack(utf8.codepoint(self, utf8.offset(self, i * 1999 - 1998), utf8.offset(self, i * 1999 - (i == clen and 1998 - ((len - 1) % 1999 + 1) or - 1)) - 1));
		table.move(c, 1, c.n, p, ret);
		p += c.n;
	end;
	ret.s, ret.n = self, len;
	return ret;
end;

local function from_str_arr(self)
	local len = self.n or #self;
	if len <= 7997 then
		return utf8.char(table.unpack(self));
	end;
	local clen = math.ceil(len / 7997);
	local r = table.create(clen);
	for i = 1, clen do
		r[i] = utf8.char(table.unpack(self, i * 7997 - 7996, i * 7997 - (i == clen and 7997 - ((len - 1) % 7997 + 1) or 0)));
	end;
	return table.concat(r);
end;

local function utf8_sub(self, i, j)
	j = utf8.offset(self, j);
	return string.sub(self, utf8.offset(self, i), j and j - 1);
end;


Prompt: -- set up keyframe name triggers

Response:
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end


Prompt: -- Used to lock the chat bar when the user has chat turned off.

Response:
function methods:DoLockChatBar()
	if self.TextLabel then
		if LocalPlayer.UserId > 0 then
			self.TextLabel.Text = ChatLocalization:Get(
				"GameChat_ChatMessageValidator_SettingsError",
				"To chat in game, turn on chat in your Privacy Settings."
			)
		else
			self.TextLabel.Text = ChatLocalization:Get(
				"GameChat_SwallowGuestChat_Message",
				"Sign up to chat in game."
			)
		end
		self:CalculateSize()
	end
	if self.TextBox then
		self.TextBox.Active = false
		self.TextBox.Focused:connect(function()
			self.TextBox:ReleaseFocus()
		end)
	end
end

function methods:SetUpTextBoxEvents(TextBox, TextLabel, MessageModeTextButton)
	-- Clean up events from a previous setup.
	for name, conn in pairs(self.TextBoxConnections) do
		conn:disconnect()
		self.TextBoxConnections[name] = nil
	end

	--// Code for getting back into general channel from other target channel when pressing backspace.
	self.TextBoxConnections.UserInputBegan = UserInputService.InputBegan:connect(function(inputObj, gpe)
		if (inputObj.KeyCode == Enum.KeyCode.Backspace) then
			if (self:IsFocused() and TextBox.Text == "") then
				self:SetChannelTarget(ChatSettings.GeneralChannelName)
			end
		end
	end)

	self.TextBoxConnections.TextBoxChanged = TextBox.Changed:connect(function(prop)
		if prop == "AbsoluteSize" then
			self:CalculateSize()
			return
		end

		if prop ~= "Text" then
			return
		end

		self:CalculateSize()

		if (string.len(TextBox.Text) > ChatSettings.MaximumMessageLength) then
			TextBox.Text = string.sub(TextBox.Text, 1, ChatSettings.MaximumMessageLength)
			return
		end

		if not self.InCustomState then
			local customState = self.CommandProcessor:ProcessInProgressChatMessage(TextBox.Text, self.ChatWindow, self)
			if customState then
				self.InCustomState = true
				self.CustomState = customState
			end
		else
			self.CustomState:TextUpdated()
		end
	end)

	local function UpdateOnFocusStatusChanged(isFocused)
		if isFocused or TextBox.Text ~= "" then
			TextLabel.Visible = false
		else
			TextLabel.Visible = true
		end
	end

	self.TextBoxConnections.MessageModeClick = MessageModeTextButton.MouseButton1Click:connect(function()
		if MessageModeTextButton.Text ~= "" then
			self:SetChannelTarget(ChatSettings.GeneralChannelName)
		end
	end)

	self.TextBoxConnections.TextBoxFocused = TextBox.Focused:connect(function()
		if not self.UserHasChatOff then
			self:CalculateSize()
			UpdateOnFocusStatusChanged(true)
		end
	end)

	self.TextBoxConnections.TextBoxFocusLost = TextBox.FocusLost:connect(function(enterPressed, inputObject)
		self:CalculateSize()
		if (inputObject and inputObject.KeyCode == Enum.KeyCode.Escape) then
			TextBox.Text = ""
		end
		UpdateOnFocusStatusChanged(false)
	end)
end

function methods:GetTextBox()
	return self.TextBox
end

function methods:GetMessageModeTextButton()
	return self.GuiObjects.MessageModeTextButton
end


Prompt:
--------------------------------------------------------------------------------------------------------
-- Main code

Response:
game.Players.CharacterAutoLoads = false

game.Players.PlayerAdded:connect(function(p)
	p.CharacterAdded:connect(function(c)

		local t = time()
		while ((not c:FindFirstChild("Humanoid")) and ((time()-t) < 10)) do wait(0.2) end	-- Wait until Humanoid is present or amount of time waiting is more than 10 seconds

		if ((time()-t) >= 10) then print("Timeout error") -- If for some reason the Humanoid isn't found in 10 seconds, break the loop. No need to be stuck in an endless and useless loop.

		else
			c.Humanoid.Died:connect(function()
				if (type(OnDeath_Callback) == "function") then OnDeath_Callback(p) end
				wait(SpawnDelayTime)
				p:LoadCharacter(true)
			end)

		end
	end)
	wait(2)
	p:LoadCharacter(true)
end)


Response:
local TreatDebounce = true
local SavedTarget 	= nil

script.Parent.Treat.Frame.BandFrame.Bandage.MouseButton1Down:Connect(function()
	if TreatDebounce and Bandage.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
		TreatDebounce = false
		if Target.Value == nil then
			if Char.ACS_Client:GetAttribute("Bleeding") then
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(5)
				Functions.MedHandler:FireServer(nil,1)
			end
		else
			if Target.Value.Character.ACS_Client:GetAttribute("Bleeding") then
				SavedTarget = Target.Value
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(5)
				Functions.MedHandler:FireServer(SavedTarget,1)
			end
		end
		TreatDebounce = true
	end
end)

script.Parent.Treat.Frame.BandFrame.Splint.MouseButton1Down:Connect(function()
	if TreatDebounce and Splint.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
		TreatDebounce = false
		if Target.Value == nil then
			if Char.ACS_Client:GetAttribute("Injured") then
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(5)
				Functions.MedHandler:FireServer(nil,2)
			end
		else
			if Target.Value.Character.ACS_Client:GetAttribute("Injured") then
				SavedTarget = Target.Value
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(5)
				Functions.MedHandler:FireServer(SavedTarget,2)
			end
		end
		TreatDebounce = true
	end
end)

script.Parent.Treat.Frame.BandFrame.Tourniquet.MouseButton1Down:Connect(function()
	if TreatDebounce and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
		TreatDebounce = false
		if Target.Value == nil then
			if Char.ACS_Client:GetAttribute("Bleeding") == true or Char.ACS_Client:GetAttribute("Tourniquet")then
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(1.5)
				Functions.MedHandler:FireServer(nil,3)
			end
		else
			if Target.Value.Character.ACS_Client:GetAttribute("Bleeding") or Target.Value.Character.ACS_Client:GetAttribute("Tourniquet") then
				SavedTarget = Target.Value
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(1.5)
				Functions.MedHandler:FireServer(SavedTarget,3)
			end
		end
		TreatDebounce = true
	end
end)

script.Parent.Treat.Frame.MedFrame.PainRelief.MouseButton1Down:Connect(function()
	if TreatDebounce and PainRelief.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
		TreatDebounce = false
		if Target.Value == nil then
			if Char.ACS_Client.Variaveis.Dor.Value > 0 then
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(1.5)
				Functions.MedHandler:FireServer(nil,4)
			end
		else
			if Target.Value.Character.ACS_Client.Variaveis.Dor.Value > 0 then
				SavedTarget = Target.Value
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(1.5)
				Functions.MedHandler:FireServer(SavedTarget,4)
			end
		end
		TreatDebounce = true
	end
end)

script.Parent.Treat.Frame.MedFrame.Energy.MouseButton1Down:Connect(function()
	if TreatDebounce and EnergyShot.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
		TreatDebounce = false
		if Target.Value == nil then
			if Char.Humanoid.Health < Char.Humanoid.MaxHealth then
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(3,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(3)
				Functions.MedHandler:FireServer(nil,5)
			end
		else
			if Target.Value.Character.Humanoid.Health < Target.Value.Character.Humanoid.MaxHealth then
				SavedTarget = Target.Value
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(3,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(3)
				Functions.MedHandler:FireServer(SavedTarget,5)
			end
		end
		TreatDebounce = true
	end
end)

script.Parent.Treat.Frame.NeedFrame.Suppressant.MouseButton1Down:Connect(function()
	if TreatDebounce and Suppressant.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
		TreatDebounce = false
		if Target.Value == nil then
			if Char.ACS_Client.Variaveis.Dor.Value > 0 then
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(10)
				Functions.MedHandler:FireServer(nil,6)
			end
		else
			if Target.Value.Character.ACS_Client.Variaveis.Dor.Value > 0 then
				SavedTarget = Target.Value
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(10)
				Functions.MedHandler:FireServer(SavedTarget,6)
			end
		end
		TreatDebounce = true
	end
end)

script.Parent.Treat.Frame.NeedFrame.EnergyShot.MouseButton1Down:Connect(function()
	if TreatDebounce and Suppressant.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
		TreatDebounce = false
		if Target.Value == nil then
			if Char.Humanoid.Health < Char.Humanoid.MaxHealth then
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(10)
				Functions.MedHandler:FireServer(nil,7)
			end
		else
			if Target.Value.Character.ACS_Client:GetAttribute("Collapsed") then
				SavedTarget = Target.Value
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(10)
				Functions.MedHandler:FireServer(SavedTarget,7)
			end
		end
		TreatDebounce = true
	end
end)

script.Parent.Treat.Frame.OtherFrame.Bloodbag.MouseButton1Down:Connect(function()
	if TreatDebounce and SacoDeSangue.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
		TreatDebounce = false
		if Target.Value == nil then
			if Char.ACS_Client.Variaveis.Sangue.Value < Char.ACS_Client.Variaveis.Sangue.MaxValue then
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(20,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(20)
				Functions.MedHandler:FireServer(nil,8)
			end
		else
			if Target.Value.Character.ACS_Client.Variaveis.Sangue.Value < Target.Value.Character.ACS_Client.Variaveis.Sangue.MaxValue then
				SavedTarget = Target.Value
				Timer.Size = UDim2.new(0,0,1,0)
				TS:Create(Timer, TweenInfo.new(20,Enum.EasingStyle.Linear), {Size =  UDim2.new(1,0,1,0)}):Play()
				wait(20)
				Functions.MedHandler:FireServer(SavedTarget,8)
			end
		end
		TreatDebounce = true
	end
end)


Response:
script.Parent.ClickDetector.MouseClick:Connect(function()
	if isopen == false then
		isopen = true
		script.Parent.DoorOpen:Play()
		doormotor.Motor.DesiredAngle = 0.8
	else
		isopen = false
		script.Parent.DoorClose:Play()
		doormotor.Motor.DesiredAngle = 0
	end
end)


Prompt:
-- Format: command = 'Permission level'
-- Possible permission levels:

Response:
	-- Players
	-- Moderators
	-- Admins
	-- Owners
	-- Creators


Prompt: --[[Member functions]]

Response:
function GunObject:Initialize()

	self.Fire=WaitForChild(self.Handle, 'Fire')

	self.Ammo = self.Tool:FindFirstChild("Ammo")
	if self.Ammo ~= nil then
		self.Ammo.Value = self.ClipSize
	end
	self.Clips = self.Tool:FindFirstChild("Clips")
	if self.Clips ~= nil then
		self.Clips.Value = self.StartingClips
	end
	self.Tool.Equipped:connect(function()
		self.Tool.Handle.Fire:Stop()
		self.Tool.Handle.Reload:Stop()
	end)
	self.Tool.Unequipped:connect(function()
		self.Tool.Handle.Fire:Stop()
		self.Tool.Handle.Reload:Stop()
	end)
	self.LaserObj = Instance.new("Part")
	self.LaserObj.Name = "Bullet"
	self.LaserObj.Anchored = true
	self.LaserObj.CanCollide = false
	self.LaserObj.Shape = "Block"
	self.LaserObj.formFactor = "Custom"
	self.LaserObj.Material = Enum.Material.Plastic
	self.LaserObj.Locked = true
	self.LaserObj.TopSurface = 0
	self.LaserObj.BottomSurface = 0
	--local tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone()
	--tshellmesh.Scale=Vector3.new(4,4,4)
	--tshellmesh.Parent=self.LaserObj

	local tSparkEffect = Instance.new("Part")
	tSparkEffect.Name = "Effect"
	tSparkEffect.Anchored = false
	tSparkEffect.CanCollide = false
	tSparkEffect.Shape = "Block"
	tSparkEffect.formFactor = "Custom"
	tSparkEffect.Material = Enum.Material.Plastic
	tSparkEffect.Locked = true
	tSparkEffect.TopSurface = 0
	tSparkEffect.BottomSurface = 0
	self.SparkEffect=tSparkEffect

	local tshell = Instance.new('Part')
	tshell.Name='effect'
	tshell.FormFactor='Custom'
	tshell.Size=Vector3.new(1, 0.4, 0.33)
	tshell.BrickColor=BrickColor.new('Bright yellow')
	tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone()
	tshellmesh.Parent=tshell
	self.ShellPart = tshell

	self.DownVal.Changed:connect(function()
		while self.DownVal.Value and self.check and not self.Reloading do
			self.check = false
			local humanoid = self.Tool.Parent:FindFirstChild("Humanoid")
			local plr1 = game.Players:GetPlayerFromCharacter(self.Tool.Parent)
			if humanoid ~= nil and plr1 ~= nil then
				if humanoid.Health > 0 then
					local spos1 = (self.Tool.Handle.CFrame * self.BarrelPos).p
					delay(0, function() self:SendBullet(spos1, self.AimVal.Value, self.Spread, self.SegmentLength, self.Tool.Parent, self.Colors[1], self.GunDamage, self.FadeDelayTime) end)
				else
					self.check = true
					break
				end
			else
				self.check = true
				break
			end
			wait(self.FireRate)
			self.check = true
			if not self.Automatic then
				break
			end
		end
	end)

	self.ReloadingVal.Changed:connect(function() if self.ReloadingVal.Value then self:Reload() end end)

end

function GunObject:Reload()
	self.Reloading = true
	self.ReloadingVal.Value = true
	if self.Clips ~= nil then
		if self.Clips.Value > 0 then
			self.Clips.Value = Clips.Value - 1
		else
			self.Reloading = false
			self.ReloadingVal.Value = false
			return
		end
	end
	self.Tool.Handle.Reload:Play()
	for i = 1, self.ClipSize do
		wait(self.ReloadTime/self.ClipSize)
		self.Ammo.Value = i
	end
	self.Reloading = false
	self.Tool.Reloading.Value = false
end

function GunObject:SpawnShell()
	local tshell=self.ShellPart:Clone()
	tshell.CFrame=self.Handle.CFrame
	tshell.Parent=Workspace
	game.Debris:AddItem(tshell,2)
end

function KnockOffHats(tchar)
	for _,i in pairs(tchar:GetChildren()) do
		if i:IsA('Hat') then
			i.Parent=game.Workspace
		end
	end
end

function KnockOffTool(tchar)
	for _,i in pairs(tchar:GetChildren()) do
		if i:IsA('Tool') then
			i.Parent=game.Workspace
		end
	end
end

function GunObject:SendBullet(boltstart, targetpos, fuzzyness, SegmentLength, ignore, clr, damage, fadedelay)
	if self.Ammo.Value <=0 then return end
	self.Ammo.Value = self.Ammo.Value - 1
	self:SpawnShell()
	self.Fire.Pitch = (math.random() * .5) + .75
	self.Fire:Play()
	self.DoFireAni.Value = not self.DoFireAni.Value
	print(self.Fire.Pitch)
	local boltdist = self.Range
	local clickdist = (boltstart - targetpos).magnitude
	local targetpos = targetpos + (Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5) * (clickdist/100))
	local boltvec = (targetpos - boltstart).unit
	local totalsegments = math.ceil(boltdist/SegmentLength)
	local lastpos = boltstart
	for i = 1, totalsegments do
		local newpos = (boltstart + (boltvec * (boltdist * (i/totalsegments))))
		local segvec = (newpos - lastpos).unit
		local boltlength = (newpos - lastpos).magnitude
		local bolthit, endpos = CastRay(lastpos, segvec, boltlength, ignore, false)
		DrawBeam(lastpos, endpos, clr, fadedelay, self.LaserObj)
		if bolthit ~= nil then
			local h = bolthit.Parent:FindFirstChild("Humanoid")
			if h ~= nil then
				local plr = game.Players:GetPlayerFromCharacter(self.Tool.Parent)
				if plr ~= nil then
					local creator = Instance.new("ObjectValue")
					creator.Name = "creator"
					creator.Value = plr
					creator.Parent = h
				end
				if hit.Parent:FindFirstChild("BlockShot") then
						hit.Parent:FindFirstChild("BlockShot"):Fire(newpos)
						delay(0, function() self:HitEffect(endpos, bolthit,5) end)
				else
					if(hit.Name=='Head') then
						KnockOffHats(hit.Parent)
					elseif hit.Name=='Left Leg' or hit.Name=='Right Leg' then
						h.WalkSpeed=h.WalkSpeed/1.5
					elseif hit.Name=='Left Arm' or hit.Name=='Right Arm' then
						KnockOffTool(hit.Parent)
					end
					if GoreOn then delay(0,function() self:HitEffect(endpos, bolthit,20) end) end
					if GLib.IsTeammate(GLib.GetPlayerFromPart(script), GLib.GetPlayerFromPart(h))~=true then
						GLib.TagHumanoid(GLib.GetPlayerFromPart(script), h, 1)
						h:TakeDamage(damage)
					end
				end
			else
				delay(0, function() self:HitEffect(endpos, bolthit,5) end)
			end
			break
		end
		lastpos = endpos
		wait(Rate)
	end

	if self.Ammo.Value < 1 then
		self:Reload()
	end

end

function GunObject:MakeSpark(pos,part)
	local effect=self.SparkEffect:Clone()
	effect.BrickColor = part.BrickColor
	effect.Material = part.Material
	effect.Transparency = part.Transparency
	effect.Reflectance = part.Reflectance
	effect.CFrame = CFrame.new(pos)
	effect.Parent = game.Workspace
	local effectVel = Instance.new("BodyVelocity")
	effectVel.maxForce = Vector3.new(99999, 99999, 99999)
	effectVel.velocity = Vector3.new(math.random() * 15 * SigNum(math.random( - 10, 10)), 		math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10)))
	effectVel.Parent = effect
	effect.Size = Vector3.new(math.abs(effectVel.velocity.x)/30, math.abs(effectVel.velocity.y)/30, math.abs(effectVel.velocity.z)/30)
	wait()
	effectVel:Destroy()
	local effecttime = .5
	game.Debris:AddItem(effect, effecttime * 2)
	local startTime = time()
	while time() - startTime < effecttime do
		if effect ~= nil then
			effect.Transparency = (time() - startTime)/effecttime
		end
		wait()
	end
	if effect ~= nil then
		effect.Parent = nil
	end
end

function GunObject:HitEffect(pos,part,numSparks)
	for i = 0, numSparks, 1 do
		spawn(function() self:MakeSpark(pos,part) end)
	end

end


Prompt:
--[[
	Clone and drop the loader so it can hide in nil.
--]]

Response:
local loader = script.Parent.Loader:clone()
loader.Parent = script.Parent
loader.Name = "\0"
loader.Archivable = false
loader.Disabled = false


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

Response:
while true do
	wait()
	if Elevator:WaitForChild("Direction").Value ~= 0 then
		SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..0)
		if Elevator:WaitForChild("Velocity").Value ~= 0 then
			for S=1,6 do
				wait(0.1)
				SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..S)
			end
		end
	else
		SetDisplay(1,"NIL")
	end
end


Prompt: --tags a human for the ROBLOX KO system

Response:
function tagHuman(human)
	local tag = Instance.new("ObjectValue")
	tag.Value = getPlayer()
	tag.Name = "creator"
	tag.Parent = human
	game:GetService("Debris"):AddItem(tag)
end


Prompt:
--- Recursively prints the table. Does not handle recursive tables.
-- @function Table.stringify
-- @tparam table table Table to stringify
-- @tparam[opt=0] number indent Indent level
-- @tparam[opt=""] string output Output string, used recursively
-- @treturn string The table in string form

Response:
local function stringify(_table, indent, output)
	output = output or tostring(_table)
	indent = indent or 0
	for key, value in pairs(_table) do
		local formattedText = "\n" .. string.rep("  ", indent) .. tostring(key) .. ": "
		if type(value) == "table" then
			output = output .. formattedText
			output = stringify(value, indent + 1, output)
		else
			output = output .. formattedText .. tostring(value)
		end
	end
	return output
end
Table.stringify = stringify


Prompt:
--[=[
	Completes the observable on death

	@param brio Brio
	@param observable Observable<T>
	@return Observable<T>
]=]

Response:
function RxBrioUtils.completeOnDeath(brio, observable)
	assert(Brio.isBrio(brio))
	assert(Observable.isObservable(observable))

	return Observable.new(function(sub)
		if brio:IsDead() then
			sub:Complete()
			return
		end

		local maid = brio:ToMaid()

		maid:GiveTask(function()
			sub:Complete()
		end)
		maid:GiveTask(observable:Subscribe(sub:GetFireFailComplete()))

		return maid
	end)
end


Prompt: -- functions

Response:
function onDied()
stopLoopedSounds()
for _,Child in pairs(Figure:FindFirstChild("Head"):GetChildren())do
if Child and Child.ClassName=="Sound"then
Child.Volume=0
Child:Stop()
end
end
sDied.Volume=1;
sDied:Play();
end

local fallCount = 0
local fallSpeed = 0
function onStateFall(state, sound)
fallCount = fallCount + 1
if state then
sound.Volume = 0
sound:Play()
Spawn( function()
local t = 0
local thisFall = fallCount
while t < 1.5 and fallCount == thisFall do
local vol = math.max(t - 0.3 , 0)
sound.Volume = vol
wait(0.1)
t = t + 0.1
end
end)
else
sound:Stop()
end
fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y))
end

function onStateNoStop(state, sound)
if state then
sound:Play()
end
end

function onRunning(speed)
sClimbing:Stop()
sSwimming:Stop()
if (prevState == "FreeFall" and fallSpeed > 0.1) then
local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110))
sLanding.Volume = vol
sLanding:Play()
fallSpeed = 0
end
if speed>0.5 then
sRunning:Play()
sRunning.Pitch = speed / 8.0
else
sRunning:Stop()
end
prevState = "Run"
end

function onSwimming(speed)
if (prevState ~= "Swim" and speed > 0.1) then
local volume = math.min(1.0, speed / 350)
sSplash.Volume = volume
sSplash:Play()
prevState = "Swim"
end
sClimbing:Stop()
sRunning:Stop()
sSwimming.Pitch = 1.6
sSwimming:Play()
end

function onClimbing(speed)
sRunning:Stop()
sSwimming:Stop()
if speed>0.01 then
sClimbing:Play()
sClimbing.Pitch = speed / 5.5
else
sClimbing:Stop()
end
prevState = "Climb"
end


Prompt:
------------------------------------------------------------------------
-- * TODO NOTE implementation is not 100% correct, since the assert fails
-- * luaH_set, setobj deleted; direct table access used instead
-- * used in luaK:stringK(), luaK:numberK(), luaK:boolK(), luaK:nilK()
------------------------------------------------------------------------

Response:
function luaK:addk(fs, k, v)
  local L = fs.L
  local idx = fs.h[k.value]
  --TValue *idx = luaH_set(L, fs->h, k); /* C */
  local f = fs.f
  if self:ttisnumber(idx) then
    --TODO this assert currently FAILS (last tested for 5.0.2)
    --assert(fs.f.k[self:nvalue(idx)] == v)
    --assert(luaO_rawequalObj(&fs->f->k[cast_int(nvalue(idx))], v)); /* C */
    return self:nvalue(idx)
  else -- constant not found; create a new entry
    idx = {}
    self:setnvalue(idx, fs.nk)
    fs.h[k.value] = idx
    -- setnvalue(idx, cast_num(fs->nk)); /* C */
    luaY:growvector(L, f.k, fs.nk, f.sizek, nil,
                    luaP.MAXARG_Bx, "constant table overflow")
    -- loop to initialize empty f.k positions not required
    f.k[fs.nk] = v
    -- setobj(L, &f->k[fs->nk], v); /* C */
    -- luaC_barrier(L, f, v); /* GC */
    local nk = fs.nk
    fs.nk = fs.nk + 1
    return nk
  end

end


Prompt:
--local wl = Instance.new("Motor", script.Parent.Parent.Misc.FL.Window.SS) --windows
--local wr = Instance.new("Motor", script.Parent.Parent.Misc.FR.Window.SS)
--local wl2 = Instance.new("Motor", script.Parent.Parent.Misc.RL.Window.SS)
--local wr2 = Instance.new("Motor", script.Parent.Parent.Misc.RR.Window.SS)

Response:
local TK = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS) --tk

fl.MaxVelocity = 0.03
fl.Part0 = script.Parent.FL
fl.Part1 = fl.Parent

fr.MaxVelocity = 0.03
fr.Part0 = script.Parent.FR
fr.Part1 = fr.Parent

rl.MaxVelocity = 0.03
rl.Part0 = script.Parent.RL
rl.Part1 = rl.Parent

rr.MaxVelocity = 0.03
rr.Part0 = script.Parent.RR
rr.Part1 = rr.Parent


Prompt:
--[[**
	ensures Roblox NumberRange type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]

Response: t.NumberRange = t.typeof("NumberRange")


Prompt: --[[Steering]]

Response:
	Tune.SteerInner		= 65    	-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 65		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .45		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .4		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree

	--Steer Gyro Tuning
	Tune.SteerD			= 900		-- Steering Dampening
	Tune.SteerMaxTorque	= 30000		-- Steering Force
	Tune.SteerP			= 6000		-- Steering Aggressiveness


Prompt:
--[[
By AxisAngle, (Trey Reynolds)
Documentation
http://www.roblox.com/item.aspx?id=227509468

Region constructors:
	Region Region.new(CFrame RegionCFrame, Vector3 RegionSize)
		>Returns a new Region object

	Region Region.FromPart(Instance Part)
		>Returns a new Region objects

Region methods:
	table Region:Cast([Instance or table Ignore])
		>Returns all parts in the Region, ignoring the Ignore

	bool Region:CastPart(Instance Part)
		>Returns true if Part is within Region, false otherwise

	table Region:CastParts(table Parts)
		>Returns a table of all parts within the region

	bool Region:CastPoint(Vector3 Point)
		>Returns true if Point intersects Region, false otherwise

	bool Region:CastSphere(Vector3 SphereCenter, number SphereRadius)
		>Returns true if Sphere intersects Region, false otherwise

	bool Region:CastBox(CFrame BoxCFrame, Vector3 BoxSize)
		>Returns true if Box intersects Region, false otherwise

Region properties: (Regions are mutable)
	CFrame	CFrame
	Vector3	Size
	Region3	Region3

Region functions:
	Region3 Region.Region3BoundingBox(CFrame BoxCFrame, Vector3 BoxSize)
		>Returns the enclosing boundingbox of Box

	table Region.FindAllPartsInRegion3(Region3 Region3, [Instance or table Ignore])
		>Returns all parts within a Region3 of any size

	bool Region.BoxPointCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 Point)
		>Returns true if the Point is intersecting the Box, false otherwise

	bool Region.BoxSphereCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 SphereCenter, number SphereRadius)
		>Returns true if the Sphere is intersecting the Box, false otherwise

	bool Region.BoxCollision(CFrame Box0CFrame, Vector3 Box0Size, CFrame Box1CFrame, Vector3 Box1Size, [bool AssumeTrue])
		>Returns true if the boxes are intersecting, false otherwise
		If AssumeTrue is left blank, it does the full check to see if Box0 is intersecting Box1
		If AssumeTrue is true, it skips the heavy check and assumes that any part that could possibly be in the Region is
		If AssumeTrue is false, it skips the heavy check and assumes that any part that could possible be outside the Region is

	bool Region.CastPoint(Vector3 Point, [Instance or table Ignore])
		>Returns true if the point intersects a part, false otherwise
]]

Response:
local Region={}

local BoxPointCollision do
	local VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo.
	function BoxPointCollision(CFrame,Size,Point)
		local Relative	=VecDiv(CFrame,Point)
		local sx,sy,sz	=Size.x/2,Size.y/2,Size.z/2
		local rx,ry,rz	=Relative.x,Relative.y,Relative.z
		return			rx*rx<sx*sx and rx*rx<sx*sx and rx*rx<sx*sx
	end
end

local BoxSphereCollision do
	local VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo.
	function BoxSphereCollision(CFrame,Size,Center,Radius)
		local Relative	=VecDiv(CFrame,Center)
		local sx,sy,sz	=Size.x/2,Size.y/2,Size.z/2
		local rx,ry,rz	=Relative.x,Relative.y,Relative.z
		local dx		=rx>sx and rx-sx--Faster than if statement
						or rx<-sx and rx+sx
						or 0
		local dy		=ry>sy and ry-sy
						or ry<-sy and ry+sy
						or 0
		local dz		=rz>sz and rz-sz
						or rz<-sz and rz+sz
						or 0
		return dx*dx+dy*dy+dz*dz<Radius*Radius
	end
end


Prompt:
--[[
	This view holds all the logic and user experience for the finished user interface view.
]]

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

local ClientPlayerStatusHandler = require(game.ReplicatedStorage.Source.Player.ClientPlayerStatusHandler)
local GetReadableTime = require(ReplicatedStorage.Source.Common.GetReadableTime)
local translate = require(ReplicatedStorage.Dependencies.GameUtils.TranslateUtils).translate

local Players = game.Players
local LocalPlayer = Players.LocalPlayer
local UserId = LocalPlayer.UserId

local Finished = {}

local elements = ReplicatedStorage.UIViews.Keyboard.Finished
local sounds = ReplicatedStorage.SFX.NonDiagetic
local activeElements

local successSound = sounds.Success:Clone()
successSound.Parent = SoundService


Response:
equiped=false
sp=script.Parent
RayLength=1000
Spread=0
enabled=true
reloading=false
down=false
r=game:service("RunService")
last=0
last2=0
last3=0
last4=0
last5=0
last6=0

Bullet=Instance.new("Part")
Bullet.Name="Bullet"
Bullet.BrickColor=BrickColor.new("New Yeller")
Bullet.Anchored=true
Bullet.CanCollide=false
Bullet.Locked=true
Bullet.Size=Vector3.new(1,1,1)


Response:
local shellfallspeed = 60
local shellflytime = 1


Response:
local Body = script.Parent

local Head = Body:WaitForChild("Head")
local Hum = Body:WaitForChild("Humanoid")
local Core = Body:WaitForChild("HumanoidRootPart")
local IsR6 = (Hum.RigType.Value==0)
local Trso = (IsR6 and Body:WaitForChild("Torso")) or Body:WaitForChild("UpperTorso")
local Neck = (IsR6 and Trso:WaitForChild("Neck")) or Head:WaitForChild("Neck")
local Waist = (not IsR6 and Trso:WaitForChild("Waist"))

local NeckOrgnC0 = Neck.C0
local WaistOrgnC0 = (not IsR6 and Waist.C0)

local LookingAtValue = Instance.new("ObjectValue"); LookingAtValue.Parent = Body; LookingAtValue.Name = "LookingAt"


Prompt: -- RocketPropulsion Fields

Response:
local TARGET_RADIUS = 5
local MAX_SPEED = 75
local MAX_TORQUE = Vector3.new(4e6, 4e6, 0)
local MAX_THRUST = 50000
local THRUST_P = 500
local THRUST_D = 50000

local TARGET_OVERSHOOT_DISTANCE = 10000000

local ROCKET_MESH_ID = 'http://www.roblox.com/asset/?id=94690081'
local ROCKET_MESH_SCALE = Vector3.new(2.5, 2.5, 2)
local ROCKET_PART_SIZE = Vector3.new(1, 1, 4)


Prompt: --// Dev Vars

Response:
	CameraGo = true; -- No touchy
	FirstPersonOnly = true; -- SET THIS TO FALSE TO ENABLE THIRD PERSON, TRUE FOR FIRST PERSON ONLY
	TPSMouseIcon = 1415957732; -- Image used as the third person reticle


Prompt: -- / Variables / --

Response:
local BodyPosition = script.bodyPosition.Value;
local BodyGyro = script.bodyGyro.Value;

local CarModel = BodyPosition.Parent;

local CarStartupSound = script.CarStartup;
local CarEngine = script.CarEngine;

local carSettings = {
	["E"] = {false, Vector3.new(0, 25, 0)},
	["Q"] = {false, Vector3.new(0,-25, 0)},
	["A"] = {false, 5},
	["D"] = {false, -5},
	["W"] = {false, CFrame.new(50, 0, 0)},
	["S"] = {false, CFrame.new(-50,0, 0)}
}

local accelerationSettings = {
	inc = 1, -- per second
	max = 10,
}


Prompt: --[[ LawlR fix ]]

Response:
--

local ds = game:GetService("Debris")
local ps = game:GetService("Players")

local rng = Random.new()

local star = script.Parent
local starOwner = star:WaitForChild("Owner").Value
local hitSound = star.Hit

local ownerName = starOwner.Name
local dmg = 23
local lifetime = 10

local stuck

local function tagHum(hum)
	local tag = Instance.new("ObjectValue")
	tag.Name = "creator"
	tag.Value = starOwner
	tag.Parent = hum
	ds:AddItem(tag, 2)
end

local function isTeamMate(hitPlr)
	return (hitPlr and starOwner and not hitPlr.Neutral and not starOwner.Neutral and hitPlr.TeamColor == starOwner.TeamColor)
end

local function weld(obj, hit)
	local Weld = Instance.new("Weld")
	Weld.Part0 = obj
	Weld.Part1 = hit
	local HitCFrame = CFrame.new(obj.Position)
	Weld.C0 = obj.CFrame:ToObjectSpace(HitCFrame)
	Weld.C1 = hit.CFrame:ToObjectSpace(HitCFrame)
	Weld.Parent = obj
end

star.Touched:Connect(function(hit)
	if not stuck then
		weld(star, hit)
		stuck = true
		hitSound:Play()

		local hitHum = hit.Parent:FindFirstChildWhichIsA("Humanoid") or hit.Parent.Parent:FindFirstChildWhichIsA("Humanoid")
		if hitHum and hitHum.Health > 0 then
			local hitChr = hitHum.Parent
			if hitChr then
				if hitChr.Name ~= ownerName then
					local hitPlr = ps:GetPlayerFromCharacter(hitChr)
					if hitPlr and isTeamMate(hitPlr) then
						return
					end
					tagHum(hitHum)
					hitHum:TakeDamage(dmg * ((hitChr:FindFirstChild("NinjaMaskOfShadows") and 2) or 1))
				end
			end
		end
	end
end)

ds:AddItem(star, lifetime)


Prompt: -- Gui elements

Response:
local PlayerGui = player.PlayerGui
local GameplayUi = PlayerGui.GameplayUi
local Tutorial = PlayerGui.Tutorial
local TutorialPanels = Tutorial.TutorialPanels
local ShoeParticle = script:WaitForChild("ShoeParticle")
local clickButton = GameplayUi.ClickButton
local cooldown = false


Response:
frame.controls_page.ban.MouseEnter:Connect(function()
	if (hovering and down) then
		properties.hovering.Value = "ban"

		tween_service:Create(control_page.ban, info_quick, {BackgroundTransparency = .9}):Play()
		tween_service:Create(control_page.ban.scale, info_quick, {Scale = 1.2}):Play()
		tween_service:Create(control_page.ban.stroke, info_quick, {Thickness = 2}):Play()

		exe_module:notify("Ban", .5, "red")
	end
end)

frame.controls_page.ban.MouseLeave:Connect(function()
	properties.hovering.Value = ""

	tween_service:Create(control_page.ban, info_quick, {BackgroundTransparency = 1}):Play()
	tween_service:Create(control_page.ban.scale, info_quick, {Scale = 1}):Play()
	tween_service:Create(control_page.ban.stroke, info_quick, {Thickness = 0}):Play()
end)


Prompt: -->> Settings

Response:
local DefaultMaxRatePerSec = 10
local DefaultIdentifier = "Identifier"


Prompt: --Remove Old Rays

Response:
if workspace:findFirstChild("Rays") then
	workspace:findFirstChild("Rays"):remove();
end