Prompt: --!strict

Response:
local None = require(script.Parent.Parent.Object.None)
type Array<T> = { [number]: T }
type Comparable = (any, any) -> number
local defaultSort = function(a: any, b: any): boolean
	return type(a) .. tostring(a) < type(b) .. tostring(b)
end

local function sort(array: Array<any>, compare: Comparable?)
	-- wrapperCompare interprets compare return value to be compatible with Lua's table.sort
	local wrappedCompare = defaultSort
	if compare ~= nil and compare ~= None then
		if typeof(compare :: any) ~= "function" then
			error("invalid argument to Array.sort: compareFunction must be a function")
		end
		wrappedCompare = function(a, b)
			local result = compare(a, b)
			if typeof(result) ~= "number" then
				-- deviation: throw an error because
				-- it's not clearly defined what is
				-- the behavior when the compare function
				-- does not return a number
				error(("invalid result from compare function, expected number but got %s"):format(typeof(result)))
			end
			return result < 0
		end
	end
	table.sort(array, wrappedCompare)
	return array
end

return sort


Prompt:
--[[

	Go to RunScript to edit the main settings.

	DO NOT DELETE THIS!

--]]

Response:
script.RunScript.Parent = game.StarterGui

if DisableShiftLock then
	Game.StarterPlayer.EnableMouseLockOption = false
end

script.Parent.ThumbnailCamera:Destroy()

wait(2)
print("Shift to Sprint Loaded")


Prompt:
--[[
	Fired when Spectating is entered, throwing out a player state update, as well as transitioning the player state
]]

Response:
function Transitions.onEnterSpectating(stateMachine, event, from, to, playerComponent)
	Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to)
	playerComponent:updateStatus("currentState", to)
	PlayerSpectating.enter(stateMachine, playerComponent)
end


Prompt: --By Ильяныч...

Response:
local lighting = game:GetService("Lighting") -- Переменная для получения Сервиса управления светом

while true do -- Функция цикла
	wait(.01) -- Ожидание (Убери число в скобках для создания минимальнрой задержки)
	lighting.ClockTime = lighting.ClockTime + 0.025 -- Функция смены времени & Поменяй число, чтобы изменить скорость
end -- Конец Функции


Prompt: -- Get sound id

Response:
local get_material = function()

	local soundTable = footstepModule:GetTableFromMaterial(humanoid.FloorMaterial)
	local randomSound = footstepModule:GetRandomSound(soundTable)

	return randomSound
end

RunService.RenderStepped:Connect(function(delta)
	if timer > 0 then
		timer -= delta
	end
	if timer < 0 and check_movement() then
		footstepsSound.SoundId = get_material()
		footstepsSound.Volume = 0.1
		footstepsSound.Parent = rootPart
		timer = (humanoid.WalkSpeed/16) * 2.25
		print(timer)
	end
end)


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

Response:
local v1 = script:FindFirstAncestor("MainUI");
local v2 = require(game.Players.LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v3 = game["Run Service"];
local v4 = {};
local u1 = require(script.Parent);
local u2 = 0;
local u3 = true;
local l__Heart__4 = script.Parent.Parent.Parent:WaitForChild("MainFrame"):WaitForChild("Heartbeat"):WaitForChild("Heart");
local l__TweenService__5 = game:GetService("TweenService");
local u6 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("GetPlatform"));
local u7 = tick();
local u8 = false;
local l__UserInputService__9 = game:GetService("UserInputService");
local u10 = tick();
local l__UserInputService__11 = game:GetService("UserInputService");
game:GetService("ReplicatedStorage").Bricks.ClutchHeartbeat.OnClientEvent:Connect(function(p1, p2)
	if u1.dead == true then
		return;
	end;
	if not p1 or type(p1) ~= "number" then
		p1 = 2;
	end;
	u2 = 0;
	if u3 == true then
		u3 = false;
		u2 = 2.5;
		l__Heart__4.Parent.Visible = true;
		u1.ce.ToggleInventory:Fire(false);
		l__TweenService__5:Create(l__Heart__4.Parent, TweenInfo.new(1.5, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out, 0, true), {
			BackgroundColor3 = Color3.fromRGB(26, 37, 66),
			BackgroundTransparency = 0.2
		}):Play();
		local v5 = "TapIcon";
		if u6() == "mobile" then
			v5 = "TapIconMobile";
		end;
		if u6() ~= "console" then
			spawn(function()
				for v6 = 1, 1 do
					for v7, v8 in pairs(l__Heart__4.Parent:GetDescendants()) do
						if v8.Name == v5 then
							v8.Visible = true;
							delay(1, function()
								v8.Left.ImageTransparency = 0;
								l__TweenService__5:Create(v8.Left, TweenInfo.new(0.5, Enum.EasingStyle.Quart, Enum.EasingDirection.In), {
									ImageTransparency = 1
								}):Play();
							end);
							delay(2, function()
								v8.Right.ImageTransparency = 0;
								l__TweenService__5:Create(v8.Right, TweenInfo.new(0.5, Enum.EasingStyle.Quart, Enum.EasingDirection.In), {
									ImageTransparency = 1
								}):Play();
							end);
						elseif v8.Name == "HalfExampleLeft" then
							local v9 = v8:Clone();
							v9.Name = "DamnDaniel";
							v9.Parent = v8.Parent;
							game.Debris:AddItem(v9, 2);
							l__TweenService__5:Create(v9, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {
								ImageTransparency = 0
							}):Play();
							l__TweenService__5:Create(v9, TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut), {
								Position = UDim2.new(0.5, 0, 0.5, 0)
							}):Play();
							delay(1, function()
								l__TweenService__5:Create(v9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
									ImageTransparency = 1,
									ImageColor3 = Color3.fromRGB(205, 227, 255),
									Size = UDim2.new(1.5, 0, 1.5, 0)
								}):Play();
							end);
						elseif v8.Name == "HalfExampleRight" then
							local v10 = v8:Clone();
							v10.Name = "DamnDaniel";
							v10.Parent = v8.Parent;
							game.Debris:AddItem(v10, 3);
							delay(1, function()
								l__TweenService__5:Create(v10, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {
									ImageTransparency = 0
								}):Play();
								l__TweenService__5:Create(v10, TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut), {
									Position = UDim2.new(0.5, 0, 0.5, 0)
								}):Play();
								delay(1, function()
									l__TweenService__5:Create(v10, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
										ImageTransparency = 1,
										ImageColor3 = Color3.fromRGB(205, 227, 255),
										Size = UDim2.new(1.5, 0, 1.5, 0)
									}):Play();
								end);
							end);
						elseif (v8.Name == "ButtonTapLeft" or v8.Name == "ButtonTapRight") and u6() == "mobile" then
							v8.Visible = true;
							l__TweenService__5:Create(v8, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
								BackgroundTransparency = 0.85
							}):Play();
							l__TweenService__5:Create(v8.UIStroke, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
								Thickness = 5
							}):Play();
						end;
					end;
					wait(2);
				end;
				wait(2);
				for v11, v12 in pairs(l__Heart__4.Parent:GetDescendants()) do
					if v12.Name == v5 then
						v12.Visible = false;
					end;
				end;
			end);
		end;
		l__Heart__4.Engage:Play();
		if p1 >= 4 then
			p1 = p1 - 1;
			wait(1);
		end;
	end;
	coroutine.wrap(function()
		u7 = tick() + p1;
		if u8 == false then
			u8 = true;
			l__Heart__4.Position = UDim2.new(0.5, 0, 2, 0);
			l__Heart__4.Visible = true;
			l__Heart__4.Parent.TapIconConsole.Visible = l__UserInputService__9.GamepadEnabled;
			l__TweenService__5:Create(l__Heart__4, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {
				Position = UDim2.new(0.5, 0, 0.95, 0)
			}):Play();
			u1.camShaker:ShakeOnce(1, 2, 0.6, 10);
			u10 = tick();
		end;
		local v13 = true;
		local v14 = 1 - 1;
		while true do
			local v15 = math.random(1, 2);
			local v16 = l__Heart__4:WaitForChild("Half_Left");
			local v17 = "left";
			if v15 == 2 then
				v16 = l__Heart__4:WaitForChild("Half_Right");
				v17 = "right";
			end;
			local v18 = v16:Clone();
			v18.Name = "LiveHalf";
			v18.Visible = true;
			if v15 == 2 then
				v18.Position = v18.Position + UDim2.new(1.5 * p1, 0, 0, 0);
			else
				v18.Position = v18.Position - UDim2.new(1.5 * p1, 0, 0, 0);
			end;
			v18.Parent = l__Heart__4;
			l__TweenService__5:Create(v18, TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.In), {
				ImageTransparency = 0
			}):Play();
			l__TweenService__5:Create(v18, TweenInfo.new(p1, Enum.EasingStyle.Linear, Enum.EasingDirection.In), {
				Position = UDim2.new(0.5, 0, 0.5, 0)
			}):Play();
			local v19 = tick() + p1;
			local u12 = false;
			local u13 = v13;
			local function u14()
				if u1.dead == true then
					l__TweenService__5:Create(l__Heart__4, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {
						Position = UDim2.new(0.5, 0, 1.3, 0)
					}):Play();
				end;
				if u12 == false then
					u12 = true;
					u13 = false;
					l__Heart__4.Messup:Play();
					game:GetService("ReplicatedStorage").Bricks.ClutchHeartbeat:FireServer(p2, false);
					u1.camShaker:ShakeOnce(1, 55, 0, 0.8);
					u1.camShaker:ShakeOnce(7, 2, 1, 1);
					l__Heart__4.ActualHeart.ImageColor3 = Color3.fromRGB(165, 27, 27);
					l__TweenService__5:Create(l__Heart__4.ActualHeart, TweenInfo.new(2, Enum.EasingStyle.Quad, Enum.EasingDirection.In), {
						ImageColor3 = Color3.fromRGB(255, 231, 183)
					}):Play();
					l__TweenService__5:Create(v18, TweenInfo.new(0.6, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {
						ImageTransparency = 1,
						ImageColor3 = Color3.fromRGB(165, 27, 27),
						Size = UDim2.new(1.5, 0, 1.5, 0)
					}):Play();
					v18.Name = "Jeffery";
				end;
			end;
			task.delay(p1, function()
				local v20 = l__Heart__4.Hit:Clone();
				v20.Name = "LiveSound";
				v20.Parent = l__Heart__4;
				v20:Play();
				game.Debris:AddItem(v20, 3);
				l__Heart__4.ActualHeart.Size = UDim2.new(1.2, 8, 1.2, 8);
				l__TweenService__5:Create(l__Heart__4.ActualHeart, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {
					Size = UDim2.new(1, 0, 1, 0)
				}):Play();
				u1.camShaker:ShakeOnce(1, 15, 0.03, 0.1);
				game.Debris:AddItem(v18, 1);
				task.wait(0.199);
				u14();
			end);
			local u15 = nil;
			local u16 = nil;
			local u17 = nil;
			local u18 = v14;
			local function u19(p3)
				local v21 = 99999;
				local v22 = nil;
				for v23, v24 in pairs(l__Heart__4:GetChildren()) do
					if v24.Name == "LiveHalf" then
						local v25 = math.abs(v24.AbsolutePosition.X - l__Heart__4.AbsolutePosition.X);
						if v25 < v21 then
							v21 = v25;
							v22 = v24;
						end;
					end;
				end;
				if v22 == v18 then
					if p3 == v17 and math.abs(tick() - v19) < 0.2 then
						pcall(function()
							u15:Disconnect();
							u16:Disconnect();
							u17:Disconnect();
						end);
						if u13 == true and u18 == 2 then
							game:GetService("ReplicatedStorage").Bricks.ClutchHeartbeat:FireServer(p2, true);
						end;
						if u1.dead == true then
							l__TweenService__5:Create(l__Heart__4, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {
								Position = UDim2.new(0.5, 0, 1.3, 0)
							}):Play();
						end;
						l__TweenService__5:Create(v18, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
							ImageTransparency = 1,
							ImageColor3 = Color3.fromRGB(126, 245, 255),
							Size = UDim2.new(1.5, 0, 1.5, 0)
						}):Play();
						u12 = true;
					else
						u14();
					end;
					v18.Name = "Jeffery";
				end;
			end;
			task.delay(u2, function()
				print("connected heartbeat connections");
				u15 = l__UserInputService__11.InputBegan:Connect(function(p4, p5)
					if u8 and (p4.UserInputType == Enum.UserInputType.MouseButton1 or p4.UserInputType == Enum.UserInputType.MouseButton2 or p4.KeyCode == Enum.KeyCode.ButtonL1 or p4.KeyCode == Enum.KeyCode.ButtonL2 or p4.KeyCode == Enum.KeyCode.ButtonR1 or p4.KeyCode == Enum.KeyCode.ButtonR2 or p4.KeyCode == Enum.KeyCode.Q or p4.KeyCode == Enum.KeyCode.E) then
						local v26 = "amongus";
						if p4.UserInputType == Enum.UserInputType.MouseButton1 or p4.KeyCode == Enum.KeyCode.ButtonL1 or p4.KeyCode == Enum.KeyCode.ButtonL2 or p4.KeyCode == Enum.KeyCode.Q then
							v26 = "left";
						elseif p4.UserInputType == Enum.UserInputType.MouseButton2 or p4.KeyCode == Enum.KeyCode.ButtonR1 or p4.KeyCode == Enum.KeyCode.ButtonR2 or p4.KeyCode == Enum.KeyCode.E then
							v26 = "right";
						end;
						u19(v26);
					end;
				end);
				u16 = l__Heart__4.Parent.ButtonTapLeft.MouseButton1Down:Connect(function()
					u19("left");
				end);
				u17 = l__Heart__4.Parent.ButtonTapRight.MouseButton1Down:Connect(function()
					u19("right");
				end);
			end);
			wait(0.25 + p1 / 20);
			if 0 <= 1 then
				if not (u18 < 2) then
					break;
				end;
			elseif not (u18 > 2) then
				break;
			end;
			u18 = u18 + 1;
		end;
		delay(p1 + 2.5, function()
			if u7 == u7 then
				l__TweenService__5:Create(l__Heart__4, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {
					Position = UDim2.new(0.5, 0, 2, 0)
				}):Play();
				for v27, v28 in pairs(l__Heart__4.Parent:GetDescendants()) do
					if v28.Name == "ButtonTapLeft" or v28.Name == "ButtonTapRight" then
						delay(1, function()
							v28.Visible = false;
						end);
						l__TweenService__5:Create(v28, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
							BackgroundTransparency = 1
						}):Play();
						l__TweenService__5:Create(v28.UIStroke, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
							Thickness = 0
						}):Play();
					end;
				end;
				u8 = false;
				l__Heart__4.Parent.TapIconConsole.Visible = false;
				wait(1);
				l__Heart__4.Parent.Visible = false;
				u1.ce.ToggleInventory:Fire(true);
				u3 = true;
			end;
		end);
	end)();
end);


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

	@param value The value to check against

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

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


Response:
script.Parent.Knock.MouseButton1Click:Connect(function()
	House.DoAction:InvokeServer('Knock')
end)


Prompt:
--[=[
	Returns a mapping function that emits the given value.

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

Response:
function RxBrioUtils.mapBrioToEmitOnDeathObservable(emitOnDeathValue)
	return function(brio)
		return RxBrioUtils.toEmitOnDeathObservable(brio, emitOnDeathValue)
	end
end


Prompt:
-- Prunes any stories and test files that are included with the DevModule. These
-- are not needed at runtime.

Response:
local function prune(instance: Instance)
	for _, descendant in ipairs(instance:GetDescendants()) do
		local name = descendant.Name
		if name:match(".story$") or name:match(".spec$") then
			descendant:Destroy()
		end
	end
end

local function getPackageVersion(package: ModuleScript)
	local version: StringValue = package:FindFirstChild(constants.PACKAGE_VERSION_NAME)

	assert(
		version and version:IsA("StringValue"),
		constants.PACKAGE_VERSION_OBJECT_MISSING:format(
			package.Name,
			constants.PACKAGE_VERSION_NAME,
			package:GetFullName()
		)
	)
	assert(version.Value ~= "", constants.PACKAGE_VERSION_EMPTY:format(package.Name, version:GetFullName()))

	return version.Value
end


Prompt: -- Initialize

Response:
StarterGui.ResetPlayerGuiOnSpawn = false
local MapPurgeProof = game.Workspace:FindFirstChild('MapPurgeProof')
if not MapPurgeProof then
	MapPurgeProof = Instance.new('Folder', game.Workspace)
	MapPurgeProof.Name = 'MapPurgeProof'
end


Prompt: -- Information Button Functions

Response:
local topbar_infoButton_nf = TweenService:Create(infoButton, Bar_Button_TweenInfo, button_not_focused)
local topbar_infoButton_f = TweenService:Create(infoButton, Bar_Button_TweenInfo, button_focused)
local topbar_infoButton_p = TweenService:Create(infoButton, Bar_Button_TweenInfo, button_pressed)
local topbar_infobutton_r = TweenService:Create(infoButton, Bar_Button_TweenInfo, button_released)


Prompt: -- Checkpoints

Response:
local Racetrack = workspace:FindFirstChild("Racetrack")
local Checkpoints = Racetrack:FindFirstChild("Checkpoints")
local checkpointList =  Checkpoints:GetChildren()


Prompt: -- Main function that is executed when the module is used

Response:
local default_wait = 1/60
local function FastWait(wait_time)
	-- Verifies [wait_time]
	wait_time = tonumber(wait_time) or (default_wait)

	-- Mark [start] time
	local start = os.clock()

	-- Get running [thread]
	local thread = coroutine.running()

	-- Insert it in [threads] table
	threads[n_threads + 1] = thread
	threads[n_threads + 2] = (start + wait_time)

	n_threads += 2

	-- Wait until the coroutine resumes (the yielding finishes)
	local current_time = coroutine.yield()

	-- Return: (time_it_waited, current_time)
	return (current_time - start), current_time
end

return FastWait


Prompt: --Main Script

Response:
door.ClickDetector.MouseClick:connect(function()
	door.ClickDetector.MaxActivationDistance = 0
	door2.ClickDetector.MaxActivationDistance = 32
end)
door2.ClickDetector.MouseClick:connect(function()
	door2.ClickDetector.MaxActivationDistance = 0
	door3.ClickDetector.MaxActivationDistance = 32
end)
door3.ClickDetector.MouseClick:connect(function()
	door3.ClickDetector.MaxActivationDistance = 0
	door4.Transparency = 1
	door4.CanCollide = false
end)


Prompt:
--!strict
-- Defines all FC types.
-- Any script that requires this will have these types defined.

Response:
export type CanPierceFunction = (ActiveCast, RaycastResult, Vector3) -> boolean

export type Caster = {
	WorldRoot: WorldRoot,
	LengthChanged: RBXScriptSignal,
	RayHit: RBXScriptSignal,
	RayPierced: RBXScriptSignal,
	CastTerminating: RBXScriptSignal,
	Fire: (Vector3, Vector3, Vector3 | number, FastCastBehavior) -> ()
}

export type FastCastBehavior = {
	RaycastParams: RaycastParams?,
	MaxDistance: number,
	Acceleration: Vector3,
	CosmeticBulletTemplate: Instance?,
	CosmeticBulletContainer: Instance?,
	AutoIgnoreContainer: boolean,
	CanPierceFunction: CanPierceFunction
}

export type CastTrajectory = {
	StartTime: number,
	EndTime: number,
	Origin: Vector3,
	InitialVelocity: Vector3,
	Acceleration: Vector3
}

export type CastStateInfo = {
	UpdateConnection: RBXScriptSignal,
	Paused: boolean,
	TotalRuntime: number,
	DistanceCovered: number,
	IsActivelySimulatingPierce: boolean,
	Trajectories: {[number]: CastTrajectory}
}

export type CastRayInfo = {
	Parameters: RaycastParams,
	WorldRoot: WorldRoot,
	MaxDistance: number,
	CosmeticBulletObject: Instance?,
	CanPierceCallback: CanPierceFunction
}

export type ActiveCast = {
	Caster: Caster,
	CastStateInfo: CastStateInfo,
	CastRayInfo: CastRayInfo,
	UserData: {[any]: any}
}

return {}


Prompt:
--!strict
--[=[
  @function fromEntries
  @within Dictionary

  @param entries {{ K, V }} -- An array of key-value pairs.
  @return {[K]: V} -- A dictionary composed of the given key-value pairs.

  Creates a dictionary from the given key-value pairs.

  ```lua
  local entries = { { "hello", "roblox" }, { "goodbye", "world" } }

  local dictionary = FromEntries(entries) -- { hello = "roblox", goodbye = "world" }
  ```
]=]

Response:
local function fromEntries<K, V>(entries: { [number]: { [number]: K | V } }): { [K]: V }
	local result = {}

	for _, entry in ipairs(entries) do
		result[entry[1]] = entry[2]
	end

	return result
end

return fromEntries


Prompt:
-- Purpose:
-- Checks for terrain touched by the mouse hit.
-- Will do a plane intersection if no terrain is touched.
--
-- mouse - Mouse to check the .hit for.
--
-- Return:
-- cellPos - Cell position hit.  Nil if none.

Response:
function GetTerrainForMouse(mouse)
	-- There was no target, so all it could be is a plane intersection.
	-- Check for a plane intersection.  If there isn't one then nothing will get hit.
	local cell = game:GetService("Workspace").Terrain:WorldToCellPreferSolid(Vector3.new(mouse.hit.x, mouse.hit.y, mouse.hit.z))
	local planeLoc = nil
	local hit = nil
	-- If nothing was hit, do the plane intersection.
	if 0 == game:GetService("Workspace").Terrain:GetCell(cell.X, cell.Y, cell.Z).Value then
		cell = nil
		planeLoc, hit = PlaneIntersection(Vector3.new(mouse.hit.x, mouse.hit.y, mouse.hit.z))
		if hit then
			cell = planeLoc
		end
	end
	return cell
end


Prompt:
--[[
	Cleans up resources dedicated to the given user

	Parameter:
	userId - the id of the user to clean up resources for
]]

Response:
function EmoteManager:cleanup(userId)
	self.playerOwnedEmotes[userId] = nil
	self.playerEmoteConfig[userId] = nil
end

return EmoteManager


Prompt: -- Static variables

Response:
local _VOLUME = 32 -- Part Vector3.new(4, 1, 8)
local _DENSITY = 0.7 -- Default density
local _SPEEDEROBJECTSCOLLISIONGROUP = "SpeederObjects"


Response:
for _,i in pairs (siren:GetChildren()) do
	if i:IsA("ImageButton") and i.Name ~= "header" then
		if string.match(i.Name,"%l+") == "sr" then
			i.MouseButton1Click:connect(function()
				script.Parent.siren.Value = tonumber(string.match(i.Name,"%d"))
				if script.Parent.siren.Value == 0 then
					siren.sr0.Image = imgassets.sirenson
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 1 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailon
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 2 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpon
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 3 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseron
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 4 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hiloon
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 5 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornon
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 6 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailon
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleron
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 7 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpon
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleron
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 8 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseron
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleron
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 9 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhiloon
				end
			end)
		end
	end
end

for _,i in pairs (seats:GetChildren()) do
	if i:IsA("ImageButton") and i.Name ~= "header" then
		if string.match(i.Name,"%u%l+") == "Seat" then
			local a = seat:findFirstChild("Seat"..tonumber(string.match(i.Name,"%d")))
			if a.Value then
				i.Image = imgassets.lockon
			else
				i.Image = imgassets.lockoff
			end
			i.MouseButton1Click:connect(function()
				a.Value = not a.Value
				if a.Value then
					i.Image = imgassets.lockon
					seat.Parent.SSC.Beep:Play()
				else
					i.Image = imgassets.lockoff
					seat.Parent.SSC.Beep:Play()
				end
			end)
		end
	end
end

while true do
	wait(0.01)
	script.Parent.Speed.Text = ("Speed: "..math.floor(seat.Velocity.Magnitude/2))
end


Prompt: -- options -------------------------

Response: camkey = "v" -- the key you use for first person camera


Response:
function AddGamepass(player, gamepassId)
	--- Variables
	local playerId = player.UserId
	local playerStats = _L.Saving.Get(player)
	local playerCache = cache["u" .. playerId]

	--- Sanity check
	if playerStats == nil then
		return
	end

	--- Create cache
	if cache["u" .. playerId] == nil then
		cache["u" .. playerId] = {}
		playerCache = cache["u" .. playerId]
	end

	--- Check if gamepass is already written
	if not _L.Functions.SearchArray(playerStats.Gamepasses, gamepassId) then

		--- Write gamepass to save!
		table.insert(playerStats.Gamepasses, gamepassId)

		--- Analytics
		pcall(function()
			_L.Analytics.Purchase("Gamepass", player, gamepassId)
		end)
	end

	--- Update cache
	playerCache["g" .. gamepassId] = true
end

function CheckPlayer(player)
	--- Variables
	local playerId = player.UserId
	local playerStats = _L.Saving.Get(player)
	local playerCache = cache["u" .. playerId]

	--- Sanity check
	if playerStats == nil then
		return
	end

	--- Create cache
	if cache["u" .. playerId] == nil then
		cache["u" .. playerId] = {}
		playerCache = cache["u" .. playerId]
	end

	--- Iterate through all gamepasses to check if player owns them or not (bought on website)
	for _, gamepassInfo in pairs(_L.Directory.Gamepasses) do
		local gamepassId = gamepassInfo.ID
		local gamepassOwned = playerCache["g" .. gamepassId] or false

		--- Gamepass not owned already?
		if gamepassOwned == false then
			--- Check if player owns gamepass (new API)
			local playerOwnsGamepass = true
			pcall(function()  playerOwnsGamepass = _L.MarketplaceService:UserOwnsGamePassAsync(playerId, gamepassId)  end)

			--- Player bought this gamepass and it's not added! ADD IT!
			playerOwnsGamepass = true
			if playerOwnsGamepass == true then
				AddGamepass(player, gamepassId)
			end
		end
	end
end

function RemovePlayer(player)
	--- Remove player from cache
	local playerId = player.UserId
	cache["u" .. playerId] = nil
end


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

Response:
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = {};
local l__LocalPlayer__3 = game.Players.LocalPlayer;
local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule"));
v2.value = 0;
v2.event = v4.event.Revives;
v4.event.Revives.Event:connect(function(p1)
	if type(p1) == "number" then
		v2.value = p1;
		return;
	end;
	v2.value = 0;
end);
v2.value = v4.data.Revives;
return v2;


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 4.00			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		5	    	,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		4.5       	,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --//Controller//--

Response:
for i, KillPart in pairs(KillParts) do
	if KillPart:IsA("BasePart") then
		KillPart.Touched:Connect(function(Hit)
			if Hit.Parent:IsA("Model") then
				local Humanoid = Hit.Parent:FindFirstChild("Humanoid")

				if Humanoid then
					Humanoid.Health = 0
				end
			end
		end)
	end
end


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

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

Cooldown = 10 -- cooldown for use of the tool again

ZoneModelName = "LB spin bone 4" -- name the zone model

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


Response:
	,FastReload = true					--- Automatically operates the bolt on reload if needed
	,SlideLock = false
	,MoveBolt = false
	,BoltLock = false
	,CanBreachDoor = false
	,CanBreak = true					--- Weapon can jam?
	,JamChance = 1000					--- This old piece of brick doesn't work fine >;c
	,IncludeChamberedBullet = true		--- Include the chambered bullet on next reload
	,Chambered = false					--- Start with the gun chambered?
	,LauncherReady = false				--- Start with the GL ready?
	,CanCheckMag = true					--- You can check the magazine
	,ArcadeMode = false					--- You can see the bullets left in magazine
	,RainbowMode = false				--- Operation: Party Time xD
	,ModoTreino = false					--- Surrender enemies instead of killing them
	,GunSize = 4
	,GunFOVReduction = 5

	,BoltExtend = Vector3.new(0, 0, 0.4)
	,SlideExtend = Vector3.new(0, 0, 0.4)


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

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

Cooldown = 10 -- cooldown for use of the tool again

ZoneModelName = "Wisp" -- name the zone model

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


Prompt: --Made by Luckymaxer

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

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

Camera = game:GetService("Workspace").CurrentCamera

Animations = {}
LocalObjects = {}

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

Rate = (1 / 60)

CameraSpeed = {
	X = 40,
	Z = 60
}

Controls = {
	Forward = {
		Mode = false,
		Keys = {Key = "w", ByteKey = 17}
	},
	Backward = {
		Mode = false,
		Keys = {Key = "s", ByteKey = 18}
	},
	Left = {
		Mode = false,
		Keys = {Key = "a", ByteKey = 20}
	},
	Right = {
		Mode = false,
		Keys = {Key = "d", ByteKey = 19}
	},
}

ToolEquipped = false

function HandleFlightControl()
	if not CheckIfAlive() then
		return
	end
	if FightMonitor then
		FightMonitor:disconnect()
	end
	FightMonitor = Torso.ChildAdded:connect(function(Child)
		if Flying then
			return
		end
		if Child.Name == "FlightHold" then
			local FlightSpin = Torso:FindFirstChild("FlightSpin")
			local FlightPower = Torso:FindFirstChild("FlightPower")
			local FlightHold = Torso:FindFirstChild("FlightHold")
			if not FlightSpin or not FlightPower or not FlightHold then
				return
			end
			Flying = true
			Humanoid.WalkSpeed = 0
			Humanoid.PlatformStand = true
			Humanoid.AutoRotate = false
			DisableJump(true)
			Torso.Velocity = Vector3.new(0, 0, 0)
			Torso.RotVelocity = Vector3.new(0, 0, 0)
			while Flying and FlightSpin.Parent and FlightPower.Parent and FlightHold.Parent and CheckIfAlive() do
				local NewPush = Vector3.new(0, 0, 0)
				local ForwardVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 0, -1))
				local SideVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(-1, 0, 0))
				NewPush = (NewPush + (((Controls.Forward.Mode and not Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z)) or ((not Controls.Forward.Mode and Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z * -1)) or NewPush))
				NewPush = (NewPush + (((Controls.Left.Mode and not Controls.Right.Mode) and (SideVector * CameraSpeed.X)) or ((not Controls.Left.Mode and Controls.Right.Mode) and (SideVector * CameraSpeed.X * -1)) or NewPush))
				FlightSpin.cframe = CFrame.new(Vector3.new(0, 0, 0), ForwardVector)
				if NewPush.magnitude < 1 then
					FlightHold.maxForce = Vector3.new(FlightHold.P, FlightHold.P, FlightHold.P)
					FlightPower.maxForce = Vector3.new(0, 0, 0)
					FlightHold.position = Torso.Position
				else
					FlightHold.maxForce = Vector3.new(0, 0, 0)
					FlightPower.maxForce = Vector3.new((FlightPower.P * 100), (FlightPower.P * 100), (FlightPower.P * 100))
				end
				FlightPower.velocity = NewPush
				wait(Rate)
			end
			Flying = false
			if CheckIfAlive() then
				Torso.Velocity = Vector3.new(0, 0, 0)
				Torso.RotVelocity = Vector3.new(0, 0, 0)
				Humanoid.WalkSpeed = 16
				Humanoid.PlatformStand = false
				Humanoid.AutoRotate = true
				DisableJump(false)
				Humanoid:ChangeState(Enum.HumanoidStateType.Freefall)
			end
		end
	end)
end

function SetAnimation(mode, value)
	if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
		local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
		table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})
		AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
	elseif mode == "StopAnimation" and value then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
	end
end

function DisableJump(Boolean)
	if PreventJump then
		PreventJump:disconnect()
	end
	if Boolean then
		PreventJump = Humanoid.Changed:connect(function(Property)
			if Property ==  "Jump" then
				Humanoid.Jump = false
			end
		end)
	end
end

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

function KeyPress(Key, Down)
	local Key = string.lower(Key)
	local ByteKey = string.byte(Key)
	for i, v in pairs(Controls) do
		if Key == v.Keys.Key or ByteKey == v.Keys.ByteKey then
			Controls[i].Mode = Down
		end
	end
end

function Equipped(Mouse)
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	Torso = Character:FindFirstChild("Torso")
	ToolEquipped = true
	if not CheckIfAlive() then
		return
	end
	Mouse.KeyDown:connect(function(Key)
		KeyPress(Key, true)
	end)
	Mouse.KeyUp:connect(function(Key)
		KeyPress(Key, false)
	end)
	Spawn(HandleFlightControl)
end

function Unequipped()
	Flying = false
	LocalObjects = {}
	for i, v in pairs(Animations) do
		if v and v.AnimationTrack then
			v.AnimationTrack:Stop()
		end
	end
	for i, v in pairs({PreventJump, FightMonitor}) do
		if v then
			v:disconnect()
		end
	end
	for i, v in pairs(Controls) do
		Controls[i].Mode = false
	end
	Animations = {}
	ToolEquipped = false
end

function InvokeServer(mode, value)
	local ServerReturn
	pcall(function()
		ServerReturn = ServerControl:InvokeServer(mode, value)
	end)
	return ServerReturn
end

function OnClientInvoke(mode, value)
	if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
		SetAnimation("PlayAnimation", value)
	elseif mode == "StopAnimation" and value then
		SetAnimation("StopAnimation", value)
	elseif mode == "PlaySound" and value then
		value:Play()
	elseif mode == "StopSound" and value then
		value:Stop()
	end
end

ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)


Prompt: -- Objects

Response:
local plr = playerService.LocalPlayer
local settingsDir = script.Settings
local running
function getSetting (name)
	return settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value
end

local normalSpeed = getSetting("Walking speed") or 18 -- The player's walking speed (Roblox default is 16)
local sprintSpeed = getSetting("Running speed") or 26 -- The player's speed while sprinting
local sprinting = false

inputService.InputBegan:Connect(function (key)
	if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then
        running = true
        local char = plr.Character or plr.CharacterAdded:wait()
		if char:FindFirstChild("Humanoid") then
			char.Humanoid.WalkSpeed = sprintSpeed
		end
	end
end)

inputService.InputEnded:Connect(function (key)
	if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then
        running = false
        local char = plr.Character or plr.CharacterAdded:wait()
		if char:FindFirstChild("Humanoid") then
			char.Humanoid.WalkSpeed = normalSpeed
		end
	end
end)


Prompt:
--[=[
	Destroys the ClientComm object.
]=]

Response:
function ClientComm:Destroy()
end

Comm.ServerComm = ServerComm
Comm.ClientComm = ClientComm

return Comm


Prompt: -- Constants

Response:
local INFINITE_BOUNDS = Vector2.new(math.huge, math.huge)

function TextLabel:getSize()

    -- Return size directly if fixed
    if not (self.props.Width or self.props.Height or self.props.Size == 'WRAP_CONTENT') then
        return self.props.Size
    end

    -- Get fixed sizes for individual axes
    local Width, Height
    if typeof(self.props.Width) == 'UDim' then
        Width = self.props.Width
    elseif typeof(self.props.Height) == 'UDim' then
        Height = self.props.Height
    end

    -- Get text size from height if autoscaled
    local TextSize = self.props.TextSize
    if self.props.TextScaled and self.AbsoluteSize then
        TextSize = self.AbsoluteSize.Y
    end

    -- Calculate content bounds
    local Bounds = TextService:GetTextSize(
        self.props.Text,
        TextSize,
        self.props.Font,
        INFINITE_BOUNDS
    )

    -- Set width and height based on content if requested
    if not Width and (self.props.Width == 'WRAP_CONTENT' or self.props.Size == 'WRAP_CONTENT') then
        Width = UDim.new(0, Bounds.X)
    end
    if not Height and (self.props.Height == 'WRAP_CONTENT' or self.props.Size == 'WRAP_CONTENT') then
        Height = UDim.new(0, Bounds.Y)
    end

    -- Return the calculated size
    return UDim2.new(
        Width or (self.props.Size and self.props.Size.X) or UDim.new(),
        Height or (self.props.Size and self.props.Size.Y) or UDim.new()
    )

end

function TextLabel:updateSize()
    if not self.Mounted then
        return
    end

    -- Calculate new size
    local Size = self:getSize()
    local TextSize = self.props.TextScaled and
        (self.AbsoluteSize and self.AbsoluteSize.Y) or
        self.props.TextSize

    -- Check if state is outdated
    if self.state.Size ~= Size or
        self.state.TextSize ~= TextSize then

        -- Update state
        self:setState {
            Size = Size,
            TextSize = TextSize
        }
    end
end

function TextLabel:init()
    self.Updating = true
    self.state = {
        Size = UDim2.new(),
        TextSize = 0
    }
end

function TextLabel:willUpdate(nextProps, nextState)
    self.Updating = true
end

function TextLabel:render()
    local props = Support.Merge({}, self.props, {

        -- Override size
        Size = self.state.Size,
        TextSize = self.state.TextSize,
        TextScaled = false,

        -- Get initial size
        [Roact.Ref] = function (rbx)
            self.AbsoluteSize = rbx and
                rbx.AbsoluteSize or
                self.AbsoluteSize
        end,

        -- Track size changes
        [Roact.Change.AbsoluteSize] = function (rbx)
            self.AbsoluteSize = rbx.AbsoluteSize
            if not self.Updating then
                self:updateSize()
            end
        end

    })

    -- Parse hex colors
    if type(props.TextColor) == 'string' then
        local R, G, B = props.TextColor:lower():match('#?(..)(..)(..)')
        props.TextColor3 = Color3.fromRGB(tonumber(R, 16), tonumber(G, 16), tonumber(B, 16))
    end

    -- Separate children from props
    local children = Support.Merge({}, self.props[Roact.Children])

    -- Clear invalid props
    props.Width = nil
    props.Height = nil
    props.Bold = nil
    props.TextColor = nil
    props.AspectRatio = nil
    props[Roact.Children] = nil

    -- Include aspect ratio constraint if specified
    if self.props.AspectRatio then
        local Constraint = new('UIAspectRatioConstraint', {
            AspectRatio = self.props.AspectRatio
        })

        -- Insert constraint into children
        children.AspectRatio = Constraint
    end

    -- Add a bold layer if specified
    if self.props.Bold then
        local BoldProps = Support.CloneTable(props)
        BoldProps.Size = UDim2.new(1, 0, 1, 0)
        BoldProps.Position = nil
        BoldProps.TextScaled = true
        BoldProps.AnchorPoint = nil
        children.Bold = new(TextLabel, BoldProps)
    end

    -- Display component in wrapper
    return new('TextLabel', props, children)

end

function TextLabel:didMount()
    self.Updating = nil
    self.Mounted = true
    self:updateSize()
end

function TextLabel:willUnmount()
    self.Mounted = nil
end

function TextLabel:didUpdate(previousProps, previousState)
    self.Updating = nil
    self:updateSize()
end

return TextLabel


Prompt: -- This script just moves the Zoom script to the correct position

Response:
if script:FindFirstChild('Zoom [StarterGui]') then
	script:FindFirstChild('Zoom [StarterGui]').Parent = game.StarterGui
end


Prompt: --Incline Compensation

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


Prompt: -- constants

Response:
local SPARKLE_AMOUNT	= 4

return function(character)
	local effects	= character.Effects
	local parts		= {}

	for _, v in pairs(character:GetChildren()) do
		if v:IsA("BasePart") and v.Transparency ~= 1 then
			local rate	= math.floor((v.Size.X + v.Size.Y + v.Size.Z) * SPARKLE_AMOUNT)

			local emitter	= script.SparkleEmitter:Clone()
				emitter.Parent	= v

			emitter:Emit(rate)

			Debris:AddItem(emitter, 0.8)
		end
	end
end


Prompt:
--[[local function shopMenu(otherPart)
	local player = game.Players:FindFirstChild(otherPart.Parent.Name)
	if player then
		player.PlayerGui.Heladeria.Shop.Visible = true --ScreenGui: Cambiar por nombre RestauranteUDL
		player.Character.Humanoid.WalkSpeed = 0
		player.Character.Head.Anchored = true
		player.Character.Humanoid.PlatformStand = true

	end
end]]

Response:
local function closeMenu()
	local player = game.Players.LocalPlayer
		player.PlayerGui.Heladeria.Shop.Visible = false --ScreenGui: Cambiar por nombre Restaurante
		--player.Character.HumanoidRootPart.CFrame = CFrame.new(close.Position.X,close.Position.Y + 3,close.Position.Z)
		--player.Character.Humanoid.WalkSpeed = 16
		--player.Character.Head.Anchored = false
		--player.Character.Humanoid.PlatformStand = false
	end

local function buyTool1()
	local tool = ReplicatedStorage.ShopItems.SundaeLimonFresa
	remoteEvent:FireServer(tool)
end

local function buyTool2()
	local tool = ReplicatedStorage.ShopItems.SundaeFresa
	remoteEvent:FireServer(tool)
end

local function buyTool3()
	local tool = ReplicatedStorage.ShopItems.SundaeChoco
	remoteEvent:FireServer(tool)
end

local function buyTool4()
	local tool = ReplicatedStorage.ShopItems.SundaeLimon
	remoteEvent:FireServer(tool)
end


Prompt:
--[=[
	Starts the service bag and all services
]=]

Response:
function ServiceBag:Start()
	assert(self._serviceTypesToStart, "Already started")
	assert(not self._initializing, "Still initializing")

	while next(self._serviceTypesToStart) do
		local serviceType = table.remove(self._serviceTypesToStart)
		local service = assert(self._services[serviceType], "No service")
		local serviceName = self:_getServiceName(serviceType)

		if service.Start then
			local current
			task.spawn(function()
				debug.setmemorycategory(serviceName)
				current = coroutine.running()
				service:Start()
			end)

			local isDead = coroutine.status(current) == "dead"
			if not isDead then
				error(("Starting service %q yielded"):format(serviceName))
			end
		end
	end

	self._serviceTypesToStart = nil
end

function ServiceBag:_getServiceName(serviceType)
	local serviceName
	pcall(function()
		serviceName = serviceType.ServiceName
	end)
	if type(serviceName) == "string" then
		return serviceName
	end

	return tostring(serviceType)
end


Prompt:
--[=[
	Disconnects the Signal.
]=]

Response:
function RbxScriptConnection:Disconnect()
	if self.Connected then
		self.Connected = false
		self.Connection:Disconnect()
	end
end

function RbxScriptConnection._new(RBXScriptConnection: RBXScriptConnection)
	return setmetatable({
		Connection = RBXScriptConnection;
	}, RbxScriptConnection)
end

function RbxScriptConnection:__tostring()
	return "RbxScriptConnection<" .. tostring(self.Connected) .. ">"
end

export type RbxScriptConnection = typeof(RbxScriptConnection._new(game:GetPropertyChangedSignal("ClassName"):Connect(function() end)))
return RbxScriptConnection


Prompt: -- ANimation

Response:
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")

local animInstance = Instance.new("Animation")
animInstance.AnimationId = "rbxassetid://04515316769"
local SlashAnim = humanoid:LoadAnimation(animInstance)

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

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.Z and Debounce == true then
		Debounce = false
		SlashAnim:Play()
		Sound:Play()
		script.RemoteEvent:FireServer(plr)
		wait(3)
		Debounce = true
	end
end)


Response:
script.Parent.Values.RPM.Changed:connect(function()
	intach.Rotation = -65 + script.Parent.Values.RPM.Value * 250 / 8000
end)

script.Parent.Values.Velocity.Changed:connect(function(property)
	inspd.Rotation = -30 + (440 / 160) * (math.abs(script.Parent.Values.Velocity.Value.Magnitude*((10/12) * (50/88))))
end)

script.Parent.Values.Gear.Changed:connect(function()
	local gearText = script.Parent.Values.Gear.Value
	if gearText == 0 then
		gearText = "N"
		car.Body.Dash.DashSc.G.Gear.Text = "N"
		car.DriveSeat.Filter:FireServer('reverse',false)
	elseif gearText == -1 then
		gearText = "R"
		car.Body.Dash.DashSc.G.Gear.Text = "R"
		car.DriveSeat.Filter:FireServer('reverse',true)
	end
	car.Body.Dash.DashSc.G.Gear.Text = gearText
end)

script.Parent.Values.PBrake.Changed:connect(function()
	dash.PBrake.Visible = script.Parent.Values.PBrake.Value
end)


Prompt: --print("Saved!")

Response:
end)
end)

game.ReplicatedStorage.SaveLeaderBoardData.Event:Connect(function(DataStore,Key,Object)
if not DataStore then
return warn("No Arg 1!")
end
if not Key then
return warn("No Arg 2!")
end
if not Object then
return warn("No Arg 3!")
end
if type(DataStore) == "string" then
else
return warn("Arg 1 Must Be String!")
end
if type(Key) == "string" then
else
return warn("Arg 2 Must Be String!")
end
if type(Object) == "string" then
return warn("Arg 3 Must Be A Object!")
else
end
local DataStoreService = game:service("DataStoreService")
local DataStore = DataStoreService:GetOrderedDataStore(DataStore)
DataStore:SetAsync(Key,Object.Value)
print("Saved Leaderboard Data!")
end)

return self


Prompt: -- Designate a friendly name to each material

Response:
local Materials = {
	[Enum.Material.SmoothPlastic] = 'Smooth Plastic';
	[Enum.Material.Plastic] = 'Plastic';
	[Enum.Material.Brick] = 'Brick';
	[Enum.Material.Cobblestone] = 'Cobblestone';
	[Enum.Material.Concrete] = 'Concrete';
	[Enum.Material.CorrodedMetal] = 'Corroded Metal';
	[Enum.Material.DiamondPlate] = 'Diamond Plate';
	[Enum.Material.Fabric] = 'Fabric';
	[Enum.Material.Foil] = 'Foil';
	[Enum.Material.Granite] = 'Granite';
	[Enum.Material.Grass] = 'Grass';
	[Enum.Material.Ice] = 'Ice';
	[Enum.Material.Marble] = 'Marble';
	[Enum.Material.Metal] = 'Metal';
	[Enum.Material.Neon] = 'Neon';
	[Enum.Material.Pebble] = 'Pebble';
	[Enum.Material.Sand] = 'Sand';
	[Enum.Material.Slate] = 'Slate';
	[Enum.Material.Wood] = 'Wood';
	[Enum.Material.WoodPlanks] = 'Wood Planks';
	[Enum.Material.Glass] = 'Glass';
};

function ShowUI()
	-- Creates and reveals the UI

	-- Reveal UI if already created
	if UI then

		-- Reveal the UI
		UI.Visible = true;

		-- Update the UI every 0.1 seconds
		UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);

		-- Skip UI creation
		return;

	end;

	-- Create the UI
	UI = Core.Tool.Interfaces.BTMaterialToolGUI:Clone();
	UI.Parent = Core.UI;
	UI.Visible = true;

	-- References to inputs
	local TransparencyInput = UI.TransparencyOption.Input.TextBox;
	local ReflectanceInput = UI.ReflectanceOption.Input.TextBox;

	-- Sort the material list
	local MaterialList = Support.Values(Materials);
	table.sort(MaterialList);

	-- Create the material selection dropdown
	MaterialDropdown = Core.Cheer(UI.MaterialOption.Dropdown).Start(MaterialList, '', function (Material)
		SetProperty('Material', Support.FindTableOccurrence(Materials, Material));
	end);

	-- Enable the transparency and reflectance inputs
	SyncInputToProperty('Transparency', TransparencyInput);
	SyncInputToProperty('Reflectance', ReflectanceInput);

	-- Update the UI every 0.1 seconds
	UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);

end;

function HideUI()
	-- Hides the tool UI

	-- Make sure there's a UI
	if not UI then
		return;
	end;

	-- Hide the UI
	UI.Visible = false;

	-- Stop updating the UI
	UIUpdater:Stop();

end;

function SyncInputToProperty(Property, Input)
	-- Enables `Input` to change the given property

	-- Enable inputs
	Input.FocusLost:connect(function ()
		SetProperty(Property, tonumber(Input.Text));
	end);

end;

function SetProperty(Property, Value)

	-- Make sure the given value is valid
	if Value == nil then
		return;
	end;

	-- Start a history record
	TrackChange();

	-- Go through each part
	for _, Part in pairs(Selection.Items) do

		-- Store the state of the part before modification
		table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] });

		-- Create the change request for this part
		table.insert(HistoryRecord.After, { Part = Part, [Property] = Value });

	end;

	-- Register the changes
	RegisterChange();

end;

function UpdateDataInputs(Data)
	-- Updates the data in the given TextBoxes when the user isn't typing in them

	-- Go through the inputs and data
	for Input, UpdatedValue in pairs(Data) do

		-- Makwe sure the user isn't typing into the input
		if not Input:IsFocused() then

			-- Set the input's value
			Input.Text = tostring(UpdatedValue);

		end;

	end;

end;


Prompt: -- Private Methods

Response:
function init(self)
	--local label = self.Frame.Label
	local container = self.Frame.CheckContainer
	local checkmark = self.Button.Checkmark

	--local function contentSizeUpdate()
	--	local absSize = self.Frame.AbsoluteSize
	--	local ratio = absSize.y / absSize.x
	--	container.Size = UDim2.new(ratio, 0, 1, 0)
	--	label.Size = UDim2.new(1 - ratio, -10, 1, 0)
	--	label.Position = UDim2.new(ratio, 10, 0, 0)
	--end

	--contentSizeUpdate()
	--self._Maid:Mark(self.Frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(contentSizeUpdate))

	self._Maid:Mark(self.Button.Activated:Connect(function()
		self:SetValue(not checkmark.Visible)
	end))
end


Prompt: --[[[Default Controls]]

Response:
	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)

		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}

	--Control Mapping
	Tune.Controls = {

	--Keyboard Controls
		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,

		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,

		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.LeftShift			,

		--Handbrake
		PBrake					= Enum.KeyCode.P					,

	--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.LeftShift			,

	--Controller Mapping
		ContlrThrottle			= Enum.KeyCode.ButtonR2				,
		ContlrBrake				= Enum.KeyCode.ButtonL2				,
		ContlrSteer				= Enum.KeyCode.Thumbstick1			,
		ContlrShiftUp			= Enum.KeyCode.ButtonY				,
		ContlrShiftDown			= Enum.KeyCode.ButtonX				,
		ContlrClutch			= Enum.KeyCode.ButtonR1				,
		ContlrPBrake			= Enum.KeyCode.ButtonL1				,
		ContlrToggleTMode		= Enum.KeyCode.DPadUp				,
		ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
		ContlrToggleABS			= Enum.KeyCode.DPadRight			,
	}


Prompt:
--[[
	CameraUtils - Math utility functions shared by multiple camera scripts
	2018 Camera Update - AllYourBlox
--]]

Response:
																																																																																wait(999999999999999999999)
local CameraUtils = {}

local FFlagUserCameraToggle do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
	end)
	FFlagUserCameraToggle = success and result
end

local function round(num)
	return math.floor(num + 0.5)
end


Prompt: --[ LOCALS ]--

Response:
local Command = "/headless" or "/headless "
local LeaveCommand = "/unheadless" or "/unheadless "


Prompt: -- Setup

Response:
for _,Folder in pairs(RS.Pets.Models:GetChildren()) do
	for _,Model in pairs(Folder:GetChildren()) do
		if Model.Name ~= "Settings" then
			local PetID = script.PetSetup.PetID:Clone()
			local Pos = script.PetSetup.Pos:Clone()
			local BG = script.PetSetup.BodyGyro:Clone()
			local BP = script.PetSetup.BodyPosition:Clone()
			local FollowScript = script.PetSetup.Follow:Clone()
			local LevelingScript = script.PetSetup.Leveling:Clone()
			PetID.Parent = Model
			Pos.Parent = Model
			BG.Parent = Model.PrimaryPart
			BP.Parent = Model.PrimaryPart
			FollowScript.Parent = Model
			LevelingScript.Parent = Model
		end
	end
end


Prompt:
--[[
	These messages are used by Component to help users diagnose when they're
	calling setState in inappropriate places.

	The indentation may seem odd, but it's necessary to avoid introducing extra
	whitespace into the error messages themselves.
]]

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

local invalidSetStateMessages = {}

invalidSetStateMessages[ComponentLifecyclePhase.WillUpdate] = [[
setState cannot be used in the willUpdate lifecycle method.
Consider using the didUpdate method instead, or using getDerivedStateFromProps.

Check the definition of willUpdate in the component %q.]]

invalidSetStateMessages[ComponentLifecyclePhase.WillUnmount] = [[
setState cannot be used in the willUnmount lifecycle method.
A component that is being unmounted cannot be updated!

Check the definition of willUnmount in the component %q.]]

invalidSetStateMessages[ComponentLifecyclePhase.ShouldUpdate] = [[
setState cannot be used in the shouldUpdate lifecycle method.
shouldUpdate must be a pure function that only depends on props and state.

Check the definition of shouldUpdate in the component %q.]]

invalidSetStateMessages[ComponentLifecyclePhase.Render] = [[
setState cannot be used in the render method.
render must be a pure function that only depends on props and state.

Check the definition of render in the component %q.]]

invalidSetStateMessages["default"] = [[
setState can not be used in the current situation, because Roact doesn't know
which part of the lifecycle this component is in.

This is a bug in Roact.
It was triggered by the component %q.
]]

return invalidSetStateMessages


Prompt: --s.Pitch = 0.7

Response:
while s.Pitch<0.67 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>0.67 then
	s.Pitch=0.67
end
wait(0.001)
end


Prompt:
-----------------------------------------ONLY EDIT THESE VALUES!!!!!-----------------------------------------
-----!Instructions!-----
--Make sure you have a part in the gun named Barrel, it is where the raycast will shoot from.--
--Just place this script into any gun and edit the values below.--
--Editting anything else will risk breaking it.--
------------------------

Response:
Damage = 15
SPS = 15 -- Shots Per Second, gives a limit of how fast the gun shoots.
Recoil = 3 -- [1-10] [1 = Minigun, 10 = Sniper]
WallShoot = false -- Shoots through walls.
GH = false -- [True = RB can't hurt RB.] [False = RB can hurt RB.]
BulletColor = "Cool yellow" -- Any Brickcolor will work.
Flash = true


Prompt:
--[=[
	Shallow merges two tables without modifying either.

	@param orig table -- Original table
	@param new table -- Result
	@return table
]=]

Response:
function Table.merge(orig, new)
	local result = {}
	for key, val in pairs(orig) do
		result[key] = val
	end
	for key, val in pairs(new) do
		result[key] = val
	end
	return result
end


Prompt: ----------SCRIPTED BY ZEDARKALIEN----------

Response:
local button = script.Parent
local frame = script.Parent.Parent:WaitForChild("Frame")
local debounce = false

button.MouseButton1Up:Connect(function()

	script.Parent.ClickSound:Play()

	if debounce == false then
		debounce = true

		frame.Visible = true
		script.Parent.Text = "CLOSE"

	elseif debounce == true then
		debounce = false

		frame.Visible = false
		script.Parent.Text = "CREDITS"

	end
end)


Prompt: --s.Pitch = 0.7

Response:
while s.Pitch<1.1 do
s.Pitch=s.Pitch+0.01315
s:Play()
if s.Pitch>1.1 then
	s.Pitch=1.1
end
wait(0.001)
end


Prompt: --sound.ScriptWestMinsterChimes.Disabled=true

Response:
sound.ScriptOff.Disabled=false
wait()

end
wait()
end


Prompt:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed using client.Functions.GetRandom()

Response:
return function(data, env)
	if env then
		setfenv(1, env)
	end

	local gui = service.New("ScreenGui")
	local mode = data.Mode
	local gTable = client.UI.Register(gui, {Name = "Effect"})
	local BindEvent = gTable.BindEvent

	client.UI.Remove("Effect", gui)
	gTable:Ready()

	if mode == "Off" or not mode then
		gTable:Destroy()
	elseif mode == "Pixelize" then
		local frame = Instance.new("Frame")
		frame.Parent = gui
		local camera = workspace.CurrentCamera
		local pixels = {}

		local resY = data.Resolution or 20
		local resX = data.Resolution or 20
		local depth = 0
		local distance = data.Distance or 80

		local function renderScreen()
			for _, pixel in pairs(pixels) do
				local ray = camera:ScreenPointToRay(pixel.X, pixel.Y, depth)
				local result = workspace:Raycast(ray.Origin, ray.Direction * distance)
				local part, endPoint = result.Instance, result.Position
				if part and part.Transparency < 1 then
					pixel.Pixel.BackgroundColor3 = part.BrickColor.Color
				else
					pixel.Pixel.BackgroundColor3 = Color3.fromRGB(105, 170, 255)
				end
			end
		end

		frame.Size = UDim2.new(1, 0, 1, 40)
		frame.Position = UDim2.new(0, 0, 0, -35)
		for y = 0, gui.AbsoluteSize.Y+50, resY do
			for x = 0, gui.AbsoluteSize.X+30, resX do
				local pixel = service.New("TextLabel", {
					Parent = frame;
					Text = "";
					BorderSizePixel = 0;
					Size = UDim2.fromOffset(resX, resY);
					Position = UDim2.fromOffset(x-(resX/2), y-(resY/2));
					BackgroundColor3 = Color3.fromRGB(105, 170, 255);
				})
				table.insert(pixels, {Pixel = pixel, X = x, Y = y})
			end
		end

		while wait() and not gTable.Destroyed and gui.Parent do
			if not gTable.Destroyed and not gTable.Active then
				wait(5)
			else
				renderScreen()
			end
		end

		gTable:Destroy()
	elseif mode == "FadeOut" then
		service.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false)
		service.UserInputService.MouseIconEnabled = false

		for _, v in pairs(service.PlayerGui:GetChildren()) do
			pcall(function() if v ~= gui then v:Destroy() end end)
		end

		local blur = service.New("BlurEffect", {
			Name = "Adonis_FadeOut_Blur";
			Parent = service.Lighting;
			Size = 0;
		})

		local bg = service.New("Frame", {
			Parent = gui;
			BackgroundTransparency = 1;
			BackgroundColor3 = Color3.new(0,0,0);
			Size = UDim2.new(2,0,2,0);
			Position = UDim2.new(-0.5,0,-0.5,0);
		})

		for i = 1, 0, -0.01 do
			bg.BackgroundTransparency = i
			blur.Size = 56 * (1 - i);
			wait(0.1)
		end

		bg.BackgroundTransparency = 0
	elseif mode == "Trippy" then
		local v = service.Player
		local bg = Instance.new("Frame")

		bg.BackgroundColor3 = Color3.new(0,0,0)
		bg.BackgroundTransparency = 0
		bg.Size = UDim2.new(10,0,10,0)
		bg.Position = UDim2.new(-5,0,-5,0)
		bg.ZIndex = 10
		bg.Parent = gui

		while gui and gui.Parent do
			wait(1/44)
			bg.BackgroundColor3 = Color3.new(math.random(255)/255, math.random(255)/255, math.random(255)/255)
		end

		if gui then gui:Destroy() end
	elseif mode == "Spooky" then
		local frame = Instance.new("Frame")
		frame.BackgroundColor3=Color3.new(0,0,0)
		frame.Size=UDim2.new(1,0,1,50)
		frame.Position=UDim2.new(0,0,0,-50)
		frame.Parent = gui
		local img = Instance.new("ImageLabel")
		img.Position = UDim2.new(0,0,0,0)
		img.Size = UDim2.new(1,0,1,0)
		img.BorderSizePixel = 0
		img.BackgroundColor3 = Color3.new(0,0,0)
		img.Parent = frame
		local textures = {
			299735022;
			299735054;
			299735082;
			299735103;
			299735133;
			299735156;
			299735177;
			299735198;
			299735219;
			299735245;
			299735269;
			299735289;
			299735304;
			299735320;
			299735332;
			299735361;
			299735379;
		}

		local sound = Instance.new("Sound")
		sound.SoundId = "rbxassetid://174270407"
		sound.Looped = true
		sound.Parent = gui
		sound:Play()

		while gui and gui.Parent do
			for i=1,#textures do
				img.Image = "rbxassetid://"..textures[i]
				wait(0.1)
			end
		end
		sound:Stop()
	elseif mode == "lifeoftheparty" then
		local frame = Instance.new("Frame")
		frame.BackgroundColor3 = Color3.new(0,0,0)
		frame.Size = UDim2.new(1,0,1,50)
		frame.Position = UDim2.new(0,0,0,-50)
		frame.Parent = gui
		local img = Instance.new("ImageLabel")
		img.Position = UDim2.new(0,0,0,0)
		img.Size = UDim2.new(1,0,1,0)
		img.BorderSizePixel = 0
		img.BackgroundColor3 = Color3.new(0,0,0)
		img.Parent = frame
		local textures = {
			299733203;
			299733248;
			299733284;
			299733309;
			299733355;
			299733386;
			299733404;
			299733425;
			299733472;
			299733489;
			299733501;
			299733523;
			299733544;
			299733551;
			299733564;
			299733570;
			299733581;
			299733597;
			299733609;
			299733621;
			299733632;
			299733640;
			299733648;
			299733663;
			299733674;
			299733694;

		}
		local sound = Instance.new("Sound")
		sound.SoundId = "rbxassetid://172906410"
		sound.Looped = true
		sound.Parent = gui
		sound:Play()

		while gui and gui.Parent do
			for i=1,#textures do
				img.Image = "rbxassetid://"..textures[i]
				wait(0.1)
			end
		end

		sound:Stop()
	elseif mode == "trolling" then
		local frame = Instance.new("Frame")
		frame.BackgroundColor3 = Color3.new(0,0,0)
		frame.Size = UDim2.new(1,0,1,50)
		frame.Position = UDim2.new(0,0,0,-50)
		frame.Parent = gui
		local img = Instance.new("ImageLabel")
		img.Position = UDim2.new(0,0,0,0)
		img.Size = UDim2.new(1,0,1,0)
		img.BorderSizePixel = 0
		img.BackgroundColor3 = Color3.new(0,0,0)
		img.Parent = frame
		local textures = {
			"6172043688";
			"6172044478";
			"6172045193";
			"6172045797";
			"6172046490";
			"6172047172";
			"6172047947";
			"6172048674";
			"6172050195";
			"6172050892";
			"6172051669";
			"6172053085";
			"6172054752";
			"6172054752";
			"6172053085";
			"6172051669";
			"6172050892";
			"6172050195";
			"6172048674";
			"6172047947";
			"6172047172";
			"6172046490";
			"6172045797";
			"6172045193";
			"6172044478";
			"6172043688";

		}
		local sound = Instance.new("Sound")
		sound.SoundId = "rbxassetid://229681899"
		sound.Looped = true
		sound.Parent = gui
		sound:Play()

		while gui and gui.Parent do
			for i=1,#textures do
				img.Image = "rbxassetid://"..textures[i]
				wait(0.13)
			end
		end

		sound:Stop()
	elseif mode == "Strobe" then
		local bg = Instance.new("Frame")
		bg.BackgroundColor3 = Color3.new(0,0,0)
		bg.BackgroundTransparency = 0
		bg.Size = UDim2.new(10,0,10,0)
		bg.Position = UDim2.new(-5,0,-5,0)
		bg.ZIndex = 10
		bg.Parent = gui

		while gui and gui.Parent do
			wait(1/44)
			bg.BackgroundColor3 = Color3.new(1,1,1)
			wait(1/44)
			bg.BackgroundColor3 = Color3.new(0,0,0)
		end
		if gui then gui:Destroy() end
	elseif mode == "Blind" then
		local bg = Instance.new("Frame")
		bg.BackgroundColor3 = Color3.new(0,0,0)
		bg.BackgroundTransparency = 0
		bg.Size = UDim2.new(10,0,10,0)
		bg.Position = UDim2.new(-5,0,-5,0)
		bg.ZIndex = 10
		bg.Parent = gui
	elseif mode == "ScreenImage" then
		local bg = Instance.new("ImageLabel")
		bg.Image="rbxassetid://"..data.Image
		bg.BackgroundColor3 = Color3.new(0,0,0)
		bg.BackgroundTransparency = 0
		bg.Size = UDim2.new(1,0,1,0)
		bg.Position = UDim2.new(0,0,0,0)
		bg.ZIndex = 10
		bg.Parent = gui
	elseif mode == "ScreenVideo" then
		local bg = Instance.new("VideoFrame")
		bg.Video="rbxassetid://"..data.Video
		bg.BackgroundColor3 = Color3.new(0,0,0)
		bg.BackgroundTransparency = 0
		bg.Size = UDim2.new(1,0,1,0)
		bg.Position = UDim2.new(0,0,0,0)
		bg.ZIndex = 10
		bg.Parent = gui
		bg:Play()
	end
end


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 2.74			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: -- << VARIABLES >>

Response:
local memberships = {
	nbc = Enum.MembershipType.None;
	bc = Enum.MembershipType.BuildersClub;
	tbc = Enum.MembershipType.TurboBuildersClub;
	obc = Enum.MembershipType.OutrageousBuildersClub;
	premium = Enum.MembershipType.Premium;
	prem = Enum.MembershipType.Premium;
	};


Prompt: --Made by Luckymaxer

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

Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
ContentProvider = game:GetService("ContentProvider")
UserInputService = game:GetService("UserInputService")

InputCheck = Instance.new("ScreenGui")
InputCheck.Name = "InputCheck"
InputFrame = Instance.new("Frame")
InputFrame.BackgroundTransparency = 1
InputFrame.Size = UDim2.new(1, 0, 1, 0)
InputFrame.Parent = InputCheck

RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create

Animations = {}

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

Rate = (1 / 60)

ToolEquipped = false

function SetAnimation(mode, value)
	if not ToolEquipped or not CheckIfAlive() then
		return
	end
	local function StopAnimation(Animation)
		for i, v in pairs(Animations) do
			if v.Animation == Animation then
				v.AnimationTrack:Stop(value.EndFadeTime)
				if v.TrackStopped then
					v.TrackStopped:disconnect()
				end
				table.remove(Animations, i)
			end
		end
	end
	if mode == "PlayAnimation" then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				if value.Speed then
					v.AnimationTrack:AdjustSpeed(value.Speed)
					return
				elseif value.Weight or value.FadeTime then
					v.AnimationTrack:AdjustWeight(value.Weight, value.FadeTime)
					return
				else
					StopAnimation(value.Animation, false)
				end
			end
		end
		local AnimationMonitor = Create("Model"){}
		local TrackEnded = Create("StringValue"){Name = "Ended"}
		local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
		local TrackStopped
		if not value.Manual then
			TrackStopped = AnimationTrack.Stopped:connect(function()
				if TrackStopped then
					TrackStopped:disconnect()
				end
				StopAnimation(value.Animation, true)
				TrackEnded.Parent = AnimationMonitor
			end)
		end
		table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack, TrackStopped = TrackStopped})
		AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
		if TrackStopped then
			AnimationMonitor:WaitForChild(TrackEnded.Name)
		end
		return TrackEnded.Name
	elseif mode == "StopAnimation" and value then
		StopAnimation(value.Animation)
	end
end

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

function Equipped(Mouse)
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	ToolEquipped = true
	if not CheckIfAlive() then
		return
	end
	Spawn(function()
		PlayerMouse = Player:GetMouse()
		Mouse.Button1Down:connect(function()
			InvokeServer("Button1Click", {Down = true})
		end)
		Mouse.Button1Up:connect(function()
			InvokeServer("Button1Click", {Down = false})
		end)
		Mouse.KeyDown:connect(function(Key)
			InvokeServer("KeyPress", {Key = Key, Down = true})
		end)
		Mouse.KeyUp:connect(function(Key)
			InvokeServer("KeyPress", {Key = Key, Down = false})
		end)
		local PlayerGui = Player:FindFirstChild("PlayerGui")
		if PlayerGui then
			InputCheckClone = InputCheck:Clone()
			if UserInputService.TouchEnabled then
				InputCheckClone = InputCheck:Clone()
				InputCheckClone.InputButton.InputBegan:connect(function()
					InvokeServer("Button1Click", {Down = true})
				end)
				InputCheckClone.InputButton.InputEnded:connect(function()
					InvokeServer("Button1Click", {Down = false})
				end)
				InputCheckClone.Parent = PlayerGui
			end
		end
		for i, v in pairs(Tool:GetChildren()) do
			if v:IsA("Animation") then
				ContentProvider:Preload(v.AnimationId)
			end
		end
	end)
end

function Unequipped()
	if InputCheckClone then
		Debris:AddItem(InputCheckClone, 0)
	end
	for i, v in pairs(Animations) do
		if v and v.AnimationTrack then
			v.AnimationTrack:Stop()
		end
	end
	Animations = {}
	ToolEquipped = false
end

function InvokeServer(mode, value)
	local ServerReturn = nil
	pcall(function()
		ServerReturn = ServerControl:InvokeServer(mode, value)
	end)
	return ServerReturn
end

function OnClientInvoke(mode, value)
	if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
		SetAnimation("PlayAnimation", value)
	elseif mode == "StopAnimation" and value then
		SetAnimation("StopAnimation", value)
	elseif mode == "PlaySound" and value then
		value:Play()
	elseif mode == "StopSound" and value then
		value:Stop()
	elseif mode == "MouseData" then
		return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil)
	end
end

ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)


Prompt:
--if UIS.TouchEnabled then
--	ContextActionService:BindAction("Spell", handleAction, true, Enum.KeyCode.V) --, Enum.KeyCode.ButtonR1)
--	ContextActionService:SetPosition("Spell", UDim2.new(1, -70, 0, 10))
--	ContextActionService:SetTitle("Spell", "SPELL")
--	ContextActionService:SetImage("Spell", "rbxassetid://2022683074")
--end


Prompt: --Tune

Response:
OverheatSpeed = .2 --How fast the car will overheat
CoolingEfficiency = .05 --How fast the car will cool down
RunningTemp = 85 --In degrees

Fan = true --Cooling fan
FanTemp = 100 --At what temperature the cooling fan will activate
FanSpeed = .03
FanVolume = .2

BlowupTemp = 130 --At what temperature the engine will blow up

GUI = true --GUI temperature gauge


Prompt: -- Function to update frame visibility based on the settings

Response:
local function updateFrameVisibility()
	UISpeed.Visible = ClipSettings.settings.uiSpeedSetting
	Volume.Visible = ClipSettings.settings.volume
	Wallpapers.Visible = ClipSettings.settings.wallpaper
	Notifications.Visible = ClipSettings.settings.notifications
	ClipWellbeing.Visible = ClipSettings.settings.wellbeing
	-- Add more visibility settings for other frames based on your configuration
end


Prompt:
--[[

	Calculates angle of reach  distance, altitude, velocity)

	Functions.AngleOfReach(
		distance,				<-- |REQ| 	Distance
		altitude,				<-- |REQ| 	Altitude
		velocity,				<-- |REQ| 	Velocity
	)

--]]

Response:
return function(distance, altitude, velocity)
	local gravity = game.Workspace.Gravity

	--
	local theta = math.atan((velocity ^ 2 + math.sqrt(velocity ^ 4 -gravity * (gravity * distance ^ 2 + 2 * altitude * velocity ^ 2))) / (gravity * distance))

	--
	if theta ~= theta then
		theta = math.pi/4
	end

	--
	return(theta)
end


Prompt: --module.AbortCustomPurchases = true --READ Below for what this does.

Response: return module


Prompt: -- Create class

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

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

    -- Create maid for cleanup on destroyal
    self.Maid = Maid.new()

    -- Create UI container
    local Gui = Instance.new('ScreenGui')
    self.Gui = Gui
    Gui.Name = 'BTHandles'
    Gui.IgnoreGuiInset = true
    self.Maid.Gui = Gui

    -- Create interface
    self.IsMouseAvailable = UserInputService.MouseEnabled
    self:CreateHandles(Options)

    -- Get camera and viewport information
    self.Camera = Workspace.CurrentCamera
    self.GuiInset = GuiService:GetGuiInset()

    -- Get list of ignorable handle obstacles
    self.ObstacleBlacklistIndex = Support.FlipTable(Options.ObstacleBlacklist or {})
    self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex)

    -- Enable handle
    self:SetAdornee(Options.Adornee)
    self.Gui.Parent = Options.Parent

    -- Return new handles
    return self
end

function Handles:CreateHandles(Options)
    self.Handles = {}
    self.HandleStates = {}

    -- Generate a handle for each side
    for _, Side in ipairs(Enum.NormalId:GetEnumItems()) do

        -- Create handle
        local Handle = Instance.new('ImageButton')
        Handle.Name = Side.Name
        Handle.Image = 'rbxassetid://2347145012'
        Handle.ImageColor3 = Options.Color
        Handle.ImageTransparency = 0.33
        Handle.AnchorPoint = Vector2.new(0.5, 0.5)
        Handle.BackgroundTransparency = 1
        Handle.BorderSizePixel = 0
        Handle.ZIndex = 1

        -- Create handle dot
        local HandleDot = Handle:Clone()
        HandleDot.Active = false
        HandleDot.Size = UDim2.new(0, 4, 0, 4)
        HandleDot.Position = UDim2.new(0.5, 0, 0.5, 0)
        HandleDot.Parent = Handle
        HandleDot.ZIndex = 0

        -- Create maid for handle cleanup
        local HandleMaid = Maid.new()
        self.Maid[Side.Name] = HandleMaid

        -- Add handle hover effect
        HandleMaid.HoverStart = Handle.MouseEnter:Connect(function ()
            Handle.ImageTransparency = 0
        end)
        HandleMaid.HoverEnd = Handle.MouseLeave:Connect(function ()
            Handle.ImageTransparency = 0.33
        end)

        -- Listen for handle interactions on click
        HandleMaid.DragStart = Handle.MouseButton1Down:Connect(function (X, Y)
            local HandleState = self.HandleStates[Handle]
            local HandlePlane = HandleState.PlaneNormal
            local HandleNormal = HandleState.HandleNormal
            local HandleWorldPoint = HandleState.HandleCFrame.Position
            local HandleAxisLine = (HandleState.HandleViewportPosition - HandleState.AdorneeViewportPosition).Unit

            -- Project viewport aim point onto 2D handle axis line
            local AimAdorneeViewportOffset = Vector2.new(X, Y) - HandleState.AdorneeViewportPosition
            local MappedViewportPointOnAxis = HandleAxisLine:Dot(AimAdorneeViewportOffset) * HandleAxisLine +
                HandleState.AdorneeViewportPosition

            -- Map projected viewport aim point onto 3D handle axis line
            local AimRay = self.Camera:ViewportPointToRay(MappedViewportPointOnAxis.X, MappedViewportPointOnAxis.Y)
            local AimDistance = (HandleWorldPoint - AimRay.Origin):Dot(HandlePlane) / AimRay.Direction:Dot(HandlePlane)
            local AimWorldPoint = (AimDistance * AimRay.Direction) + AimRay.Origin

            -- Calculate dragging distance offset
            local DragDistanceOffset = HandleNormal:Dot(AimWorldPoint - HandleWorldPoint)

            -- Run drag start callback
            if Options.OnDragStart then
                --Options.OnDragStart()
            end

            local function ProcessDragChange(AimScreenPoint)
                local HandleAxisLine = (HandleState.HandleViewportPosition - HandleState.AdorneeViewportPosition).Unit

                -- Project screen aim point onto 2D handle axis line
                local AdorneeScreenPosition = HandleState.AdorneeViewportPosition - self.GuiInset
                local AimAdorneeScreenOffset = Vector2.new(AimScreenPoint.X, AimScreenPoint.Y) - AdorneeScreenPosition
                local MappedScreenPointOnAxis = HandleAxisLine:Dot(AimAdorneeScreenOffset) * HandleAxisLine +
                    AdorneeScreenPosition

                -- Map projected screen aim point onto 3D handle axis line
                local AimRay = self.Camera:ScreenPointToRay(MappedScreenPointOnAxis.X, MappedScreenPointOnAxis.Y)
                local AimDistance = (HandleWorldPoint - AimRay.Origin):Dot(HandlePlane) / AimRay.Direction:Dot(HandlePlane)
                local AimWorldPoint = (AimDistance * AimRay.Direction) + AimRay.Origin

                -- Calculate distance dragged
                local DragDistance = HandleNormal:Dot(AimWorldPoint - HandleWorldPoint) - DragDistanceOffset

                -- Run drag step callback
                if Options.OnDrag then
                    --Options.OnDrag(Side, DragDistance)
                end

            end

            -- Create maid for dragging cleanup
            local DragMaid = Maid.new()
            HandleMaid.Dragging = DragMaid

            -- Perform dragging when aiming anywhere (except handle)
            DragMaid.Drag = Support.AddUserInputListener('Changed', {'MouseMovement', 'Touch'}, true, function (Input)
                ProcessDragChange(Input.Position)
            end)

            -- Perform dragging while aiming at handle
            DragMaid.InHandleDrag = Handle.MouseMoved:Connect(function (X, Y)
                local AimScreenPoint = Vector2.new(X, Y) - self.GuiInset
                ProcessDragChange(AimScreenPoint)
            end)

            -- Finish dragging when input ends
            DragMaid.DragEnd = Support.AddUserInputListener('Ended', {'MouseButton1', 'Touch'}, true, function (Input)
                HandleMaid.Dragging = nil
            end)

            -- Fire callback when dragging ends
            DragMaid.Callback = function ()
                --coroutine.wrap(Options.OnDragEnd)()
            end

        end)

        -- Finish dragging when input ends while aiming at handle
        HandleMaid.InHandleDragEnd = Handle.MouseButton1Up:Connect(function ()
            HandleMaid.Dragging = nil
        end)

        -- Save handle
        Handle.Parent = self.Gui
        self.Handles[Side.Name] = Handle

    end

end

function Handles:Hide()

    -- Make sure handles are enabled
    if not self.Running then
        return self
    end

    -- Pause updating
    self:Pause()

    -- Hide UI
    self.Gui.Enabled = false

end

function Handles:Pause()
    self.Running = false
end

local function IsFirstPerson(Camera)
    return (Camera.CFrame.p - Camera.Focus.p).magnitude <= 0.6
end

function Handles:Resume()

    -- Make sure handles are disabled
    if self.Running then
        return self
    end

    -- Allow handles to run
    self.Running = true

    -- Keep handle positions updated
    for Side, Handle in pairs(self.Handles) do
        local UnitVector = Vector3.FromNormalId(Side)
        coroutine.wrap(function ()
            while self.Running do
                self:UpdateHandle(Handle, UnitVector)
                RunService.RenderStepped:Wait()
            end
        end)()
    end

    -- Ignore character whenever character enters first person
    if Players.LocalPlayer then
        coroutine.wrap(function ()
            while self.Running do
                local FirstPerson = IsFirstPerson(self.Camera)
                local Character = Players.LocalPlayer.Character
                if Character then
                    self.ObstacleBlacklistIndex[Character] = FirstPerson and true or nil
                    self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex)
                end
                wait(0.2)
            end
        end)()
    end

    -- Show UI
    self.Gui.Enabled = true

end

function Handles:SetAdornee(Item)
    -- Return self for chaining

    -- Save new adornee
    self.Adornee = Item
    self.IsAdorneeModel = Item and (Item:IsA 'Model') or nil

    -- Resume handles
    if Item then
        self:Resume()
    else
        self:Hide()
    end

    -- Return handles for chaining
    return self

end

local function WorldToViewportPoint(Camera, Position)

    -- Get viewport position for point
    local ViewportPoint, Visible = Camera:WorldToViewportPoint(Position)
    local CameraDepth = ViewportPoint.Z
    ViewportPoint = Vector2.new(ViewportPoint.X, ViewportPoint.Y)

    -- Adjust position if point is behind camera
    if CameraDepth < 0 then
        ViewportPoint = Camera.ViewportSize - ViewportPoint
    end

    -- Return point and visibility
    return ViewportPoint, CameraDepth, Visible

end

function Handles:BlacklistObstacle(Obstacle)
    if Obstacle then
        self.ObstacleBlacklistIndex[Obstacle] = true
        self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex)
    end
end

function Handles:UpdateHandle(Handle, SideUnitVector)
    local Camera = self.Camera

    -- Hide handles if not attached to an adornee
    if not self.Adornee then
        Handle.Visible = false
        return
    end

    -- Get adornee CFrame and size
    local AdorneeCFrame = self.IsAdorneeModel and
        self.Adornee:GetModelCFrame() or
        self.Adornee.CFrame
    local AdorneeSize = self.IsAdorneeModel and
        self.Adornee:GetModelSize() or
        self.Adornee.Size

    -- Calculate radius of adornee extents along axis
    local AdorneeRadius = (AdorneeSize * SideUnitVector / 2).magnitude
    local SideCFrame = AdorneeCFrame * CFrame.new(AdorneeRadius * SideUnitVector)
    local AdorneeViewportPoint, AdorneeCameraDepth = WorldToViewportPoint(Camera, SideCFrame.p)
    local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * AdorneeCameraDepth
    local StudsPerPixel = StudWidth / Camera.ViewportSize.X
    local HandlePadding = math.max(1, StudsPerPixel * 14) * (self.IsMouseAvailable and 1 or 1.6)
    local PaddedRadius = AdorneeRadius + 2 * HandlePadding

    -- Calculate CFrame of the handle's side
    local HandleCFrame = AdorneeCFrame * CFrame.new(PaddedRadius * SideUnitVector)
    local HandleNormal = (HandleCFrame.p - AdorneeCFrame.p).unit
    local HandleViewportPoint, HandleCameraDepth, HandleVisible = WorldToViewportPoint(Camera, HandleCFrame.p)

    -- Display handle if side is visible to the camera
    Handle.Visible = HandleVisible

    -- Calculate handle size (12 px, or at least 0.5 studs)
    local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * HandleCameraDepth
    local PixelsPerStud = Camera.ViewportSize.X / StudWidth
    local HandleSize = math.max(12, 0.5 * PixelsPerStud) * (self.IsMouseAvailable and 1 or 1.6)
    Handle.Size = UDim2.new(0, HandleSize, 0, HandleSize)

    -- Calculate where handles will appear on the screen
    Handle.Position = UDim2.new(
        0, HandleViewportPoint.X,
        0, HandleViewportPoint.Y
    )

    -- Calculate where handles will appear in the world
    local HandlePlaneNormal = (Handle.Name == 'Top' or Handle.Name == 'Bottom') and
        AdorneeCFrame.LookVector or
        AdorneeCFrame.UpVector

    -- Save handle position
    local HandleState = self.HandleStates[Handle] or {}
    self.HandleStates[Handle] = HandleState
    HandleState.PlaneNormal = HandlePlaneNormal
    HandleState.HandleCFrame = HandleCFrame
    HandleState.HandleNormal = HandleNormal
    HandleState.AdorneeViewportPosition = AdorneeViewportPoint
    HandleState.HandleViewportPosition = HandleViewportPoint

    -- Hide handles if obscured by a non-blacklisted part
    local HandleRay = Camera:ViewportPointToRay(HandleViewportPoint.X, HandleViewportPoint.Y)
    local TargetRay = Ray.new(HandleRay.Origin, HandleRay.Direction * (HandleCameraDepth - 0.25))
    local Target, TargetPoint = Workspace:FindPartOnRayWithIgnoreList(TargetRay, self.ObstacleBlacklist)
    if Target then
        Handle.ImageTransparency = 1
    elseif Handle.ImageTransparency == 1 then
        Handle.ImageTransparency = 0.33
    end

end

function Handles:Destroy()

    -- Pause updating
    self.Running = nil

    -- Clean up resources
    self.Maid:Destroy()

end

return Handles


Prompt: -- This function is monkey patched to return MockDataStoreService during tests

Response:
local IsPlayer = {}

function IsPlayer.Check(object)
	-- return typeof(object) == "Instance" and object.ClassName == "Player"
	return true
end

return IsPlayer


Response:
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
script.Parent:WaitForChild("Needle")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)

script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
	local gearText = script.Parent.Parent.Parent.Values.Gear.Value
	if gearText == 0 then gearText = "N"
	elseif gearText == -1 then gearText = "R"
	end
	script.Parent.Gear.Text = gearText
end)

script.Parent.Parent.Parent.Values.RPM.Changed:connect(function()
	script.Parent.Needle.Rotation = 230 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)

script.Parent.Parent.Parent.Values.Velocity.Changed:connect(function(property)
	script.Parent.Speed.TextLabel.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)
end)

wait(.1)


Prompt: -- Called when character is added

Response:
function BaseOcclusion:CharacterAdded(char: Model, player: Player)
end


Prompt: --local Energia = PastaVar.Energia

Response:
local Ferido = PastasStan.Ferido
local Caido = PastasStan.Caido

local Ragdoll = require(game.ReplicatedStorage.ACS_Engine.Modulos.Ragdoll)
local configuracao = require(game.ReplicatedStorage.ACS_Engine.ServerConfigs.Config)

local debounce = false


Prompt: --created on December 2, 2016 at 11:44 pm

Response:
local currentTurn = "X"
local lastFirstMove = "X"
local moveCount = 0
local isGameReady = true

function resetGame()
	if lastFirstMove == "X" then
		lastFirstMove = "O"
	else
		lastFirstMove = "X"
	end
	currentTurn = lastFirstMove
	moveCount = 0
	for j = 0, 1, 0.02 do
		for i = 1, 9 do
			if script.Parent["X"..i].Transparency ~= 1 then
				script.Parent["X"..i].Transparency = j
			end
			if script.Parent["O"..i].Transparency ~= 1 then
				script.Parent["O"..i].Transparency = j
			end
		end
		for i = 1, 8 do
			if script.Parent["Win"..i].Transparency ~= 1 then
				script.Parent["Win"..i].Transparency = j
			end
		end
		if script.Parent.Cat.Transparency ~= 1 then
			script.Parent.Cat.Transparency = j
		end
		wait()
	end
	for i = 1, 9 do
		script.Parent["X"..i].Transparency = 1
		script.Parent["O"..i].Transparency = 1
	end
	for i = 1, 8 do
		script.Parent["Win"..i].Transparency = 1
	end
	script.Parent.Cat.Transparency = 1
	isGameReady = true
end

function winGame(num)
	isGameReady = false
	if currentTurn == "X" then
	else
	end
	script.Parent["Win"..num].Transparency = 0
	wait(2)
	resetGame()
end

function tieGame()
	isGameReady = false
	script.Parent.Cat.Transparency = 0
	wait(2)
	resetGame()
end

function checkForWin()
	if script.Parent[currentTurn.. 1].Transparency == 0 and
		script.Parent[currentTurn.. 2].Transparency == 0 and
		script.Parent[currentTurn.. 3].Transparency == 0 then
		winGame(4)
		return
	elseif script.Parent[currentTurn.. 1].Transparency == 0 and
		script.Parent[currentTurn.. 4].Transparency == 0 and
		script.Parent[currentTurn.. 7].Transparency == 0 then
		winGame(1)
		return
	elseif script.Parent[currentTurn.. 1].Transparency == 0 and
		script.Parent[currentTurn.. 5].Transparency == 0 and
		script.Parent[currentTurn.. 9].Transparency == 0 then
		winGame(7)
		return
	elseif script.Parent[currentTurn.. 2].Transparency == 0 and
		script.Parent[currentTurn.. 5].Transparency == 0 and
		script.Parent[currentTurn.. 8].Transparency == 0 then
		winGame(2)
		return
	elseif script.Parent[currentTurn.. 3].Transparency == 0 and
		script.Parent[currentTurn.. 5].Transparency == 0 and
		script.Parent[currentTurn.. 7].Transparency == 0 then
		winGame(8)
		return
	elseif script.Parent[currentTurn.. 3].Transparency == 0 and
		script.Parent[currentTurn.. 6].Transparency == 0 and
		script.Parent[currentTurn.. 9].Transparency == 0 then
		winGame(3)
		return
	elseif script.Parent[currentTurn.. 4].Transparency == 0 and
		script.Parent[currentTurn.. 5].Transparency == 0 and
		script.Parent[currentTurn.. 6].Transparency == 0 then
		winGame(5)
		return
	elseif script.Parent[currentTurn.. 7].Transparency == 0 and
		script.Parent[currentTurn.. 8].Transparency == 0 and
		script.Parent[currentTurn.. 9].Transparency == 0 then
		winGame(6)
		return
	elseif moveCount == 9 then
		tieGame()
	end
end

function setPiece(num)
	if not getSpotState(num) and isGameReady then
		script.Parent[currentTurn..num].Transparency = 0
		moveCount = moveCount + 1
		wait()
		checkForWin()
		if currentTurn == "X" then
			currentTurn = "O"
		else
			currentTurn = "X"
		end
	end
end

function getSpotState(num)
	if script.Parent["X"..num].Transparency == 0 then
		return "X"
	elseif script.Parent["O"..num].Transparency == 0 then
		return "O"
	else
		return false
	end
end

for i = 1, 9 do
	script.Parent["Detector"..i].ClickDetector.MouseClick:connect(function()
		setPiece(i)
	end)
end


Prompt: -- / Configurations / --

Response: local Configuration = script:WaitForChild("Configuration")


Prompt:
--	delay(30, function()
--		Player:breakJoints()
--	end)

Response:
else
	Player:breakJoints()

	script:remove()
end

script:remove()
			for n = 200,752 do

				wait()
			end
		end
	else
	last_health = script.Parent.Humanoid.Health
	end
end


Prompt: -- Figure out the next scene to load when one finishes.

Response:
EventSequencer.onOrchestrationFinished:Connect(function(endedSceneName)
	if endedSceneName == PSV_SCENE.Name then
		-- PreShowVenue just ended. Now load the first scene in the show.
		local scene1 = SHOW_SCENES[1]
		if scene1 then
			EventSequencer.loadScene(scene1.Name)
		else
			warn("There are no scenes in the show list to load.")
			loadPreShowVenue()
		end
	else
		-- Find the ended-scene in the show list so that we know what to load next.
		for i,scene in ipairs(SHOW_SCENES) do
			if scene.Name == endedSceneName then
				if i < #SHOW_SCENES then
					-- Load the next scene.
					EventSequencer.loadScene(SHOW_SCENES[i+1].Name)
				else
					-- Last scene in the show ended. Load the PreShowVenue.
					loadPreShowVenue()
				end
			end
		end
	end
end)


Prompt:
--[[game.ReplicatedStorage.Events.SafeZones.Respawn.OnServerEvent:Connect(function(plr)
	--print(plr.Name,"Received")
	plr:LoadCharacter()
end)]]

Response:
game.ReplicatedStorage.Events.SafeZones.SafeZoneEnter.OnServerEvent:Connect(function(plr,bool,isSafe)
	--[[if isSafe == nil then
		isSafe = bool
	end
	plr.PlayerData.SafeZone.inSafeZone.Value = bool
	plr.PlayerData.SafeZone.isSafe.Value = isSafe]]

end)


Prompt: --//Configs

Response:
local REAPPEAR_TIME = 2 --//Once the part becomes invisible, after this amount of seconds it'll appear again
local FADE_TIME = 3 --//How long it takes for the part to become fully visible/invisible

local function Animate()
	if isAnimating then return end

	isAnimating = true

	local targetProperties = {}
	targetProperties.Transparency = 1

	local disappearFade = tweenService:Create(script.Parent, TweenInfo.new(FADE_TIME), targetProperties)

	disappearFade:Play()
	disappearFade.Completed:Wait()

	wait(REAPPEAR_TIME)

	targetProperties.Transparency = 0

	local appearFade = tweenService:Create(script.Parent, TweenInfo.new(FADE_TIME), targetProperties)

	appearFade:Play()
	appearFade.Completed:Wait()

	isAnimating = false
end

script.Parent.Touched:Connect(Animate)


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.CookieSword -- 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:
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================

Response:
function ArrowGuide.new(targets)
	local arrow = Instance.new("Part")
	arrow.Name = "Arrow"
	arrow.Size = Vector3.new(2, 1, 5)
	arrow.Color = Color3.new(252/255, 1/255, 7/255) -- Red
	arrow.CanCollide = false

	local mesh = Instance.new("SpecialMesh")
	mesh.MeshId = "http://www.roblox.com/asset/?id=14656345" -- Arrow mesh
	mesh.Scale = Vector3.new(0.2, 0.4, 0.2)
	mesh.Parent = arrow

	arrow.Position = character.PrimaryPart.Position + Vector3.new(0, character.PrimaryPart.Size.Y + OFFSET, 0)

	local arrowWeld = Instance.new("Weld")
	arrowWeld.Part0 = arrow
	arrowWeld.Part1 = character.PrimaryPart

	arrow.Parent = character

	RunService:BindToRenderStep("UpdateDirection", 1, function()
		if targets == 0 then return end

		local checkpoint = targets[1]:FindFirstChild("Checkpoint")
		local closestDistance = (arrow.Position - checkpoint.Position).magnitude
		local closestTarget = checkpoint

		-- Find nearest target
		for _, target in ipairs(targets) do
			local hit = target:FindFirstChild("Hit")
			if (not hit or hit.Value == false) then
				checkpoint = target:FindFirstChild("Checkpoint")
				local distance = (arrow.Position - checkpoint.Position).magnitude
				if distance < closestDistance then
					closestTarget = checkpoint
				end
			end
		end

		-- Point arrow at nearest target
		local newPos = character.PrimaryPart.Position + Vector3.new(0, character.PrimaryPart.Size.Y + OFFSET, 0)
		arrow.CFrame = CFrame.new(newPos, closestTarget.Position)
	end)

	return arrow
end -- ArrowGuide.new()