Prompt:
--[[
	    ___      _______                _       _______
	   / _ |____/ ___/ /  ___ ____ ___ (_)__   /__  __/
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<     / /
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/	/_/
						SecondLogic @ Inspare
						Avxnturador @ Novena
]]

Response:
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local BOVact = 0
local BOVact2 = 0

local BOV_Loudness = 7	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 1 	--max pitch of the BOV (not exact so might have to mess with it)
local TurboLoudness = 3 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)

script:WaitForChild("Whistle")
script:WaitForChild("BOV")

for i,v in pairs(car.DriveSeat:GetChildren()) do
	for _,a in pairs(script:GetChildren()) do
		if v.Name==a.Name then v:Stop() wait() v:Destroy() end
	end
end

car.DriveSeat.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" then
		for i,v in pairs(car.DriveSeat:GetChildren()) do
			for _,a in pairs(script:GetChildren()) do
				if v.Name==a.Name then v:Stop() wait() v:Destroy() end
			end
		end
	end
end)

handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)
handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)
handler:FireServer("playSound","Whistle")
car.DriveSeat:WaitForChild("Whistle")
car.DriveSeat:WaitForChild("BOV")
local ticc = tick()
local _TCount = 0
if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end

while wait() do
	local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2)

	BOVact = math.floor(psi*20)
	WP = (psi)
	WV = (psi/4)*TurboLoudness

	BP = (1-(-psi/20))*BOV_Pitch
	BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value))

	if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end
	if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end

	if FE then
		handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV)
		handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV)
	else
		car.DriveSeat.Whistle.Pitch = WP
		car.DriveSeat.Whistle.Volume = WV
		car.DriveSeat.BOV.Pitch = BP
		car.DriveSeat.BOV.Volume = BV
	end
	if (tick()-ticc) >= 0.1 then
		BOVact2 = math.floor(psi*20)
		ticc = tick()
	end
end


Prompt: -- Double check that we are being called from the client...

Response:
isClient = (game.Players.LocalPlayer ~= nil)

if not isClient then
	error("ERROR: '"..script:GetFullName().."' can only be used from a LocalScript.")
end


Prompt: -- VALUES --

Response:
local Holding = Player:WaitForChild("Holding")
local isBlocking = Player:WaitForChild("isBlocking")
local Equipped = false
local isHolding = false


Prompt: -- Door --

Response:
local Model = script:FindFirstAncestorOfClass("Model")
local DoorLogo = Model.Door.DoorLogo
local DoorSegment = Model.Door.DoorSegment


Prompt: --[[ Modules ]]

Response:
--
local ClickToMoveTouchControls = nil
local ControlModules = {}

local ControlState = {}
ControlState.Current = nil
function ControlState:SwitchTo(newControl)
	if ControlState.Current == newControl then return end

	if ControlState.Current then
		ControlState.Current:Disable()
	end

	ControlState.Current = newControl

	if ControlState.Current then
		ControlState.Current:Enable()
	end
end

function ControlState:IsTouchJumpModuleUsed()
	return isJumpEnabled
end

local MasterControl = require(script:WaitForChild('MasterControl'))


Prompt: --[[Transmission]]

Response:
	Tune.TransModes		= {"Semi","Auto"}								--[[
	[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		= 4.60		 --	[TRANSMISSION CALCULATIONS FOR NERDS]
	Tune.Ratios			= {			 --		SPEED [SPS]	 = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
		--[[Reverse]]	3.484		,--		WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
		--[[Neutral]]	0			,
		--[[ 1 ]]		3.000      	,
		--[[ 2 ]]		2.022		,
		--[[ 3 ]]		1.384		,
		--[[ 4 ]]		1.000		,
		--[[ 5 ]]		0.861		,
	    --[[ 6 ]]       0.500       ,
	    --[[ 7 ]]       0.320       ,
	}
	Tune.FDMult			= 1.7			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


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

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

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


Prompt: -------------------------------------Gun info

Response:
ToolName="Magnum"
ClipSize=12
ReloadTime=1
Firerate=.2
MinSpread=0.000001
MaxSpread=0.00001
SpreadRate=0
BaseDamage=50
automatic=false
burst=false
shot=false			--Shotgun
BarrlePos=Vector3.new(0,0,0)
Cursors={"rbxasset://textures\\GunCursor.png"}
ReloadCursor="rbxasset://textures\\GunWaitCursor.png"


Prompt:
--		if #all_height > 0 then
--			local avg
--			local sum = 0
--			for i=1,#all_height do
--				local _height = all_height[i]
--				sum = sum + _height
--			end
--			avg = sum / #all_height
--			height = avg
--		end

Response:
		return height

	end

	function Pets.Update()
		if Pets.Pet and Pets.Pet.Instance then
			local instance = Pets.Pet.Instance
			if Player.Character and Player.Character.PrimaryPart and Player.PetAttachment then
				local pet_type_data = PetData[Pets.Pet.Data.referenceModel]
				if pet_type_data and instance.PrimaryPart then
					local char_cf = Player.Character.PrimaryPart.CFrame
					local pet_cf = instance.PrimaryPart.CFrame
					local height = Pets:GetHeight(char_cf, instance) or pet_type_data.Offset.p.Y
					local new_cf = pet_type_data.Offset - Vector3.new(0,pet_type_data.Offset.p.Y,0) + Vector3.new(0,height,0)--char_cf:ToWorldSpace(pet_type_data.Offset - Vector3.new(0,pet_type_data.Offset.p.Y,0) + Vector3.new(0,height,0))

					Player.PetAttachment.CFrame = new_cf
				end
			end
		end
	end

	Services.RunService.Heartbeat:Connect(Pets.Update)

return Pets


Prompt: -- Components will only work on instances parented under these descendants:

Response:
local DESCENDANT_WHITELIST = {workspace, Players}

local Component = {}
Component.__index = Component

local componentsByTag = {}

local function FastRemove(tbl, i)
	local n = #tbl
	tbl[i] = tbl[n]
	tbl[n] = nil
end

local function IsDescendantOfWhitelist(instance)
	for _,v in ipairs(DESCENDANT_WHITELIST) do
		if (instance:IsDescendantOf(v)) then
			return true
		end
	end
	return false
end

function Component.FromTag(tag)
	return componentsByTag[tag]
end

function Component.Auto(folder)
	local function Setup(moduleScript)
		local m = require(moduleScript)
		assert(type(m) == "table", "Expected table for component")
		assert(type(m.Tag) == "string", "Expected .Tag property")
		Component.new(m.Tag, m, m.RenderPriority)
	end
	for _,v in ipairs(folder:GetDescendants()) do
		if (v:IsA("ModuleScript")) then
			Setup(v)
		end
	end
	folder.DescendantAdded:Connect(function(v)
		if (v:IsA("ModuleScript")) then
			Setup(v)
		end
	end)
end

function Component.new(tag, class, renderPriority)

	assert(type(tag) == "string", "Argument #1 (tag) should be a string; got " .. type(tag))
	assert(type(class) == "table", "Argument #2 (class) should be a table; got " .. type(class))
	assert(type(class.new) == "function", "Class must contain a .new constructor function")
	assert(type(class.Destroy) == "function", "Class must contain a :Destroy function")
	assert(componentsByTag[tag] == nil, "Component already bound to this tag")

	local self = setmetatable({}, Component)

	self.Added = Signal.new()
	self.Removed = Signal.new()

	self._maid = Maid.new()
	self._lifecycleMaid = Maid.new()
	self._tag = tag
	self._class = class
	self._objects = {}
	self._instancesToObjects = {}
	self._hasHeartbeatUpdate = (type(class.HeartbeatUpdate) == "function")
	self._hasSteppedUpdate = (type(class.SteppedUpdate) == "function")
	self._hasRenderUpdate = (type(class.RenderUpdate) == "function")
	self._hasInit = (type(class.Init) == "function")
	self._hasDeinit = (type(class.Deinit) == "function")
	self._renderPriority = renderPriority or Enum.RenderPriority.Last.Value
	self._lifecycle = false
	self._nextId = 0

	self._maid:GiveTask(CollectionService:GetInstanceAddedSignal(tag):Connect(function(instance)
		if (IsDescendantOfWhitelist(instance)) then
			self:_instanceAdded(instance)
		end
	end))

	self._maid:GiveTask(CollectionService:GetInstanceRemovedSignal(tag):Connect(function(instance)
		self:_instanceRemoved(instance)
	end))

	self._maid:GiveTask(self._lifecycleMaid)

	do
		local b = Instance.new("BindableEvent")
		for _,instance in ipairs(CollectionService:GetTagged(tag)) do
			if (IsDescendantOfWhitelist(instance)) then
				local c = b.Event:Connect(function()
					self:_instanceAdded(instance)
				end)
				b:Fire()
				c:Disconnect()
			end
		end
		b:Destroy()
	end

	componentsByTag[tag] = self
	self._maid:GiveTask(function()
		componentsByTag[tag] = nil
	end)

	return self

end

function Component:_startHeartbeatUpdate()
	local all = self._objects
	self._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt)
		for _,v in ipairs(all) do
			v:HeartbeatUpdate(dt)
		end
	end)
	self._lifecycleMaid:GiveTask(self._heartbeatUpdate)
end

function Component:_startSteppedUpdate()
	local all = self._objects
	self._steppedUpdate = RunService.Stepped:Connect(function(_, dt)
		for _,v in ipairs(all) do
			v:SteppedUpdate(dt)
		end
	end)
	self._lifecycleMaid:GiveTask(self._steppedUpdate)
end

function Component:_startRenderUpdate()
	local all = self._objects
	self._renderName = (self._tag .. "RenderUpdate")
	RunService:BindToRenderStep(self._renderName, self._renderPriority, function(dt)
		for _,v in ipairs(all) do
			v:RenderUpdate(dt)
		end
	end)
	self._lifecycleMaid:GiveTask(function()
		RunService:UnbindFromRenderStep(self._renderName)
	end)
end

function Component:_startLifecycle()
	self._lifecycle = true
	if (self._hasHeartbeatUpdate) then
		self:_startHeartbeatUpdate()
	end
	if (self._hasSteppedUpdate) then
		self:_startSteppedUpdate()
	end
	if (self._hasRenderUpdate) then
		self:_startRenderUpdate()
	end
end

function Component:_stopLifecycle()
	self._lifecycle = false
	self._lifecycleMaid:DoCleaning()
end

function Component:_instanceAdded(instance)
	if (self._instancesToObjects[instance]) then return end
	if (not self._lifecycle) then
		self:_startLifecycle()
	end
	self._nextId = (self._nextId + 1)
	local id = (self._tag .. tostring(self._nextId))
	if (IS_SERVER) then
		instance:SetAttribute(ATTRIBUTE_ID_NAME, id)
	end
	local obj = self._class.new(instance)
	obj.Instance = instance
	obj._id = id
	self._instancesToObjects[instance] = obj
	table.insert(self._objects, obj)
	if (self._hasInit) then
		Thread.Spawn(function()
			if (self._instancesToObjects[instance] ~= obj) then return end
			obj:Init()
		end)
	end
	self.Added:Fire(obj)
	return obj
end

function Component:_instanceRemoved(instance)
	self._instancesToObjects[instance] = nil
	for i,obj in ipairs(self._objects) do
		if (obj.Instance == instance) then
			if (self._hasDeinit) then
				obj:Deinit()
			end
			if (IS_SERVER and instance.Parent and instance:GetAttribute(ATTRIBUTE_ID_NAME) ~= nil) then
				instance:SetAttribute(ATTRIBUTE_ID_NAME, nil)
			end
			self.Removed:Fire(obj)
			obj:Destroy()
			obj._destroyed = true
			FastRemove(self._objects, i)
			break
		end
	end
	if (#self._objects == 0 and self._lifecycle) then
		self:_stopLifecycle()
	end
end

function Component:GetAll()
	return TableUtil.CopyShallow(self._objects)
end

function Component:GetFromInstance(instance)
	return self._instancesToObjects[instance]
end

function Component:GetFromID(id)
	for _,v in ipairs(self._objects) do
		if (v._id == id) then
			return v
		end
	end
	return nil
end

function Component:Filter(filterFunc)
	return TableUtil.Filter(self._objects, filterFunc)
end

function Component:WaitFor(instance, timeout)
	local isName = (type(instance) == "string")
	local function IsInstanceValid(obj)
		return ((isName and obj.Instance.Name == instance) or ((not isName) and obj.Instance == instance))
	end
	for _,obj in ipairs(self._objects) do
		if (IsInstanceValid(obj)) then
			return Promise.resolve(obj)
		end
	end
	local lastObj = nil
	return Promise.FromEvent(self.Added, function(obj)
		lastObj = obj
		return IsInstanceValid(obj)
	end):Then(function()
		return lastObj
	end):Timeout(timeout or DEFAULT_WAIT_FOR_TIMEOUT)
end

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

return Component


Prompt: -- Encuentra el sonido llamado "hyperx" en el servicio de sonido

Response: local sound = soundService:FindFirstChild("ruby")


Prompt: --------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------

Response:
function KeyDown(K)
	local Key = string.lower(K)

	if Key == S.LowerStanceKey and S.CanChangeStance then
		if (not Running) then
			if Stance == 0 then
				Crouch()
			elseif Stance == 1 then
				Prone()
			end
		elseif S.DolphinDive then
			delay(1 / 30,function()
				CanRun = false
				Dive(S.BaseWalkSpeed)
				Run_Key_Pressed = false
				wait(S.DiveRechargeTime)
				CanRun = true
			end)
		end
	end

	if Key == S.RaiseStanceKey and S.CanChangeStance then
		if (not Running) then
			if Stance == 2 then
				Crouch()
			elseif Stance == 1 then
				Stand()
			end
		end
	end

	if Key == S.ADSKey then
		if S.HoldMouseOrKeyToADS then
			if (not AimingIn) and (not Aimed) then
				AimingIn = true
				AimGun()
				AimingIn = false
			end
		else
			if Aimed then
				UnAimGun()
			else
				AimGun()
			end
		end
	end

	if Key == S.ReloadKey then
		if (not Reloading) and (not Running) then
			Reload()
		end
	end

	if Key == S.KnifeKey and S.CanKnife then
		if KnifeReady and (not Knifing) and (not ThrowingGrenade) then
			if Aimed then UnAimGun(true) end
			BreakReload = true
			Knifing = true
			KnifeReady = false
			KnifeAnim()
			BreakReload = false
			Knifing = false
			delay(S.KnifeCooldown, function()
				KnifeReady = true
			end)
		end
	end

	if Key == S.LethalGrenadeKey and S.Throwables then
		if (not Knifing) and (not Running) and (not Aimed) and (not Aiming) and (not ThrowingGrenade) then
			if LethalGrenades.Value > 0 then
				LethalGrenades.Value = LethalGrenades.Value - 1
				ThrowingGrenade = true
				ThrowGrenade(1)
				ThrowingGrenade = false
			end
		end
	end

	if Key == S.TacticalGrenadeKey and S.Throwables then
		if (not Knifing) and (not Running) and (not Aimed) and (not Aiming) and (not ThrowingGrenade) then
			if TacticalGrenades.Value > 0 then
				TacticalGrenades.Value = TacticalGrenades.Value - 1
				ThrowingGrenade = true
				ThrowGrenade(2)
				ThrowingGrenade = false
			end
		end
	end

	if Key == S.SprintKey then
		Run_Key_Pressed = true
		if Aimed and (not Aiming) then
			TakingBreath = false
			SteadyCamera()
		end
		if CanRun then
			if (not Idleing) and Walking and (not Running) and (not Knifing) and (not ThrowingGrenade) then
				if Reloading then BreakReload = true end
				MonitorStamina()
			end
		end
	end
end

function KeyUp(K)
	local Key = string.lower(K)

	if Key == S.ADSKey then
		if S.HoldMouseOrKeyToADS then
			if (not AimingOut) and Aimed then
				AimingOut = true
				UnAimGun()
				AimingOut = false
			end
		end
	end

	if Key == S.SprintKey then
		Run_Key_Pressed = false
		Running = false
		if (not ChargingStamina) then
			RechargeStamina()
		end
	end
end


Prompt: --------|     Library     |--------

Response:
local _L = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"))
while (not _L.Loaded) do  game:GetService("RunService").Heartbeat:Wait()  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 = "Spin Orange bone" -- name the zone model

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


Prompt: -- Objects

Response:
local plr = playerService.LocalPlayer
local char = plr.Character or plr.CharacterAdded:wait()
local settingsDir = script.Settings

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
		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
		if char:FindFirstChild("Humanoid") then
			char.Humanoid.WalkSpeed = normalSpeed
		end
	end
end)


Prompt: -- DefaultValue for spare ammo

Response: local SpareAmmo = 16


Response:
local Monster = {} -- Create the monster class

function Monster:GetCFrame()
	-- Returns the CFrame of the monster's humanoidrootpart

	local humanoidRootPart = Self:FindFirstChild('HumanoidRootPart')

	if humanoidRootPart ~= nil and humanoidRootPart:IsA('BasePart') then
		return humanoidRootPart.CFrame
	else
		return CFrame.new()
	end
end

function Monster:GetMaximumDetectionDistance()
	-- Returns the maximum detection distance

	local setting = Settings.MaximumDetectionDistance.Value

	if setting < 0 then
		return math.huge
	else
		return setting
	end
end

function Monster:SearchForTarget()
	-- Finds the closest player and sets the target

	local players = Info.Players:GetPlayers()
	local closestCharacter, closestCharacterDistance

	for i=1, #players do
		local player = players[i]

		if player.Neutral or player.TeamColor ~= Settings.FriendlyTeam.Value then
			local character = player.Character

			if character ~= nil and character:FindFirstChild('Humanoid') ~= nil and character.Humanoid:IsA('Humanoid') then
				local distance = player:DistanceFromCharacter(Monster:GetCFrame().p)

				if distance < Monster:GetMaximumDetectionDistance() then
					if closestCharacter == nil then
						closestCharacter, closestCharacterDistance = character, distance
					else
						if closestCharacterDistance > distance then
							closestCharacter, closestCharacterDistance = character, distance
						end
					end
				end
			end
		end
	end

	if closestCharacter ~= nil then
		Mind.CurrentTargetHumanoid.Value = closestCharacter.Humanoid
	end
end

function Monster:TryRecomputePath()
	if Data.AutoRecompute or tick() - Data.LastRecomputePath > 1/Info.RecomputePathFrequency then
		Monster:RecomputePath()
	end
end

function Monster:GetTargetCFrame()
	local targetHumanoid = Mind.CurrentTargetHumanoid.Value

	if Monster:TargetIsValid() then
		return targetHumanoid.Torso.CFrame
	else
		return CFrame.new()
	end
end

function Monster:IsAlive()
	return Self.Humanoid.Health > 0 and Self.Humanoid.Torso ~= nil
end

function Monster:TargetIsValid()
	local targetHumanoid = Mind.CurrentTargetHumanoid.Value

	if targetHumanoid ~= nil and targetHumanoid:IsA 'Humanoid' and targetHumanoid.Torso ~= nil and targetHumanoid.Torso:IsA 'BasePart' then
		return true
	else
		return false
	end
end

function Monster:HasClearLineOfSight()
	-- Going to cast a ray to see if I can just see my target
	local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p

	local hit, pos = Workspace:FindPartOnRayWithIgnoreList(
		Ray.new(
			myPos,
			targetPos - myPos
		),
		{
			Self,
			Mind.CurrentTargetHumanoid.Value.Parent
		}
	)

	if hit == nil then
		return true
	else
		return false
	end
end

function Monster:RecomputePath()
	if not Data.Recomputing then
		if Monster:IsAlive() and Monster:TargetIsValid() then
			if Monster:HasClearLineOfSight() then
				Data.AutoRecompute = true
				Data.PathCoords = {
					Monster:GetCFrame().p,
					Monster:GetTargetCFrame().p
				}

				Data.LastRecomputePath = tick()
				Data.CurrentNode = nil
				Data.CurrentNodeIndex = 2 -- Starts chasing the target without evaluating its current position
			else
				-- Do pathfinding since you can't walk straight
				Data.Recomputing = true -- Basically a debounce.
				Data.AutoRecompute = false

				local path = Info.PathfindingService:ComputeSmoothPathAsync(
					Monster:GetCFrame().p,
					Monster:GetTargetCFrame().p,
					500
				)
				Data.PathCoords = path:GetPointCoordinates()

				Data.Recomputing = false
				Data.LastRecomputePath = tick()
				Data.CurrentNode = nil
				Data.CurrentNodeIndex = 1
			end
		end
	end
end

function Monster:Update()
	Monster:ReevaluateTarget()
	Monster:SearchForTarget()
	Monster:TryRecomputePath()
	Monster:TravelPath()
end

function Monster:TravelPath()
	local closest, closestDistance, closestIndex
	local myPosition = Monster:GetCFrame().p
	local skipCurrentNode = Data.CurrentNode ~= nil and (Data.CurrentNode - myPosition).magnitude < 3

	for i=Data.CurrentNodeIndex, #Data.PathCoords do
		local coord = Data.PathCoords[i]
		if not (skipCurrentNode and coord == Data.CurrentNode) then
			local distance = (coord - myPosition).magnitude

			if closest == nil then
				closest, closestDistance, closestIndex = coord, distance, i
			else
				if distance < closestDistance then
					closest, closestDistance, closestIndex = coord, distance, i
				else
					break
				end
			end
		end
	end

	--
	if closest ~= nil then
		Data.CurrentNode = closest
		Data.CurrentNodeIndex = closestIndex

		local humanoid = Self:FindFirstChild 'Humanoid'

		if humanoid ~= nil and humanoid:IsA'Humanoid' then
			humanoid:MoveTo(closest)
		end

		if Monster:IsAlive() and Monster:TargetIsValid() then
			Monster:TryJumpCheck()
			Monster:TryAttack()
		end

		if closestIndex == #Data.PathCoords then
			-- Reached the end of the path, force a new check
			Data.AutoRecompute = true
		end
	end
end

function Monster:TryJumpCheck()
	if tick() - Data.LastJumpCheck > 1/Info.JumpCheckFrequency then
		Monster:JumpCheck()
	end
end

function Monster:TryAttack()
	if tick() - Data.LastAttack > 1/Settings.AttackFrequency.Value then
		Monster:Attack()
	end
end

function Monster:Attack()
	local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p

	if (myPos - targetPos).magnitude <= Settings.AttackRange.Value then
		Mind.CurrentTargetHumanoid.Value:TakeDamage(Settings.AttackDamage.Value)
		Data.LastAttack = tick()
		Data.AttackTrack:Play()
	end
end

function Monster:JumpCheck()
	-- Do a raycast to check if we need to jump
	local myCFrame = Monster:GetCFrame()
	local checkVector = (Monster:GetTargetCFrame().p - myCFrame.p).unit*2

	local hit, pos = Workspace:FindPartOnRay(
		Ray.new(
			myCFrame.p + Vector3.new(0, -2.4, 0),
			checkVector
		),
		Self
	)

	if hit ~= nil and not hit:IsDescendantOf(Mind.CurrentTargetHumanoid.Value.Parent) then
		-- Do a slope check to make sure we're not walking up a ramp

		local hit2, pos2 = Workspace:FindPartOnRay(
			Ray.new(
				myCFrame.p + Vector3.new(0, -2.3, 0),
				checkVector
			),
			Self
		)

		if hit2 == hit then
			if ((pos2 - pos)*Vector3.new(1,0,1)).magnitude < 0.05 then -- Will pass for any ramp with <2 slope
				Self.Humanoid.Jump = true
			end
		end
	end

	Data.LastJumpCheck = tick()
end

function Monster:Connect()
	Mind.CurrentTargetHumanoid.Changed:connect(function(humanoid)
		if humanoid ~= nil then
			assert(humanoid:IsA'Humanoid', 'Monster target must be a humanoid')

			Monster:RecomputePath()
		end
	end)

end

function Monster:Initialize()
	Monster:Connect()

	if Settings.AutoDetectSpawnPoint.Value then
		Settings.SpawnPoint.Value = Monster:GetCFrame().p
	end
end

function Monster:Respawn(point)
	local point = point or Settings.SpawnPoint.Value

	for index, obj in next, Data.BaseMonster:Clone():GetChildren() do
		if obj.Name == 'Configurations' or obj.Name == 'Mind' or obj.Name == 'Respawned' or obj.Name == 'Died' or obj.Name == 'MonsterScript' or obj.Name == 'Respawn' then
			obj:Destroy()
		else
			Self[obj.Name]:Destroy()
			obj.Parent = Self
		end
	end

	Monster:InitializeUnique()

	Self.Parent = Workspace

	Self.HumanoidRootPart.CFrame = CFrame.new(point)
	Settings.SpawnPoint.Value = point
	Self.Respawned:Fire()
end

function Monster:InitializeUnique()
	Data.AttackTrack = Self.Humanoid:LoadAnimation(script.Attack)
end

function Monster:ReevaluateTarget()
	local currentTarget = Mind.CurrentTargetHumanoid.Value

	if currentTarget ~= nil and currentTarget:IsA'Humanoid' then
		local character = currentTarget.Parent

		if character ~= nil then
			local player = Info.Players:GetPlayerFromCharacter(character)

			if player ~= nil then
				if not player.Neutral and player.TeamColor == Settings.FriendlyTeam.Value then
					Mind.CurrentTargetHumanoid.Value = nil
				end
			end
		end

		if currentTarget == Mind.CurrentTargetHumanoid.Value then
			local torso = currentTarget.Torso

			if torso ~= nil and torso:IsA 'BasePart' then
				if Settings.CanGiveUp.Value and (torso.Position - Monster:GetCFrame().p).magnitude > Monster:GetMaximumDetectionDistance() then
					Mind.CurrentTargetHumanoid.Value = nil
				end
			end
		end
	end
end


Prompt: -- METHODS

Response:
function Enum.createEnum(enumName, details)
	assert(typeof(enumName) == "string", "bad argument #1 - enums must be created using a string name!")
	assert(typeof(details) == "table", "bad argument #2 - enums must be created using a table!")
	assert(not enums[enumName], ("enum '%s' already exists!"):format(enumName))

	local enum = {}
	local usedNames = {}
	local usedValues = {}
	local usedProperties = {}
	local enumMetaFunctions = {
		getName = function(valueOrProperty)
			valueOrProperty = tostring(valueOrProperty)
			local index = usedValues[valueOrProperty]
			if not index then
				index = usedProperties[valueOrProperty]
			end
			if index then
				return details[index][1]
			end
		end,
		getValue = function(nameOrProperty)
			nameOrProperty = tostring(nameOrProperty)
			local index = usedNames[nameOrProperty]
			if not index then
				index = usedProperties[nameOrProperty]
			end
			if index then
				return details[index][2]
			end
		end,
		getProperty = function(nameOrValue)
			nameOrValue = tostring(nameOrValue)
			local index = usedNames[nameOrValue]
			if not index then
				index = usedValues[nameOrValue]
			end
			if index then
				return details[index][3]
			end
		end
	}
	for i, detail in pairs(details) do
		assert(typeof(detail) == "table", ("bad argument #2.%s - details must only be comprised of tables!"):format(i))
		local name = detail[1]
		assert(typeof(name) == "string", ("bad argument #2.%s.1 - detail name must be a string!"):format(i))
		assert(typeof(not usedNames[name]), ("bad argument #2.%s.1 - the detail name '%s' already exists!"):format(i, name))
		assert(typeof(not enumMetaFunctions[name]), ("bad argument #2.%s.1 - that name is reserved."):format(i, name))
		usedNames[tostring(name)] = i
		local value = detail[2]
		local valueString = tostring(value)
		--assert(typeof(value) == "number" and math.ceil(value)/value == 1, ("bad argument #2.%s.2 - detail value must be an integer!"):format(i))
		assert(typeof(not usedValues[valueString]), ("bad argument #2.%s.2 - the detail value '%s' already exists!"):format(i, valueString))
		usedValues[valueString] = i
		local property = detail[3]
		if property then
			assert(typeof(not usedProperties[property]), ("bad argument #2.%s.3 - the detail property '%s' already exists!"):format(i, tostring(property)))
			usedProperties[tostring(property)] = i
		end
		enum[name] = value
		setmetatable(enum, {
			__index = function(_, index)
				return(enumMetaFunctions[index])
			end
		})
	end

	enums[enumName] = enum
	return enum
end

function Enum.getEnums()
	return enums
end


Response:
larm = character:WaitForChild("Left Arm")
rarm = character:WaitForChild("Right Arm")

if firstperson_arm_transparency >= 1 then
	armsvisible = false
end


Prompt: --[[ Controls State Management ]]

Response:
--
local onControlsChanged = nil
if IsTouchDevice then
	createTouchGuiContainer()
	onControlsChanged = function()
		local newModuleToEnable = nil
		if not IsUserChoice then
			if DevMovementMode == Enum.DevTouchMovementMode.Thumbstick then
				newModuleToEnable = ControlModules.Thumbstick
				isJumpEnabled = true
			elseif DevMovementMode == Enum.DevTouchMovementMode.Thumbpad then
				newModuleToEnable = ControlModules.Thumbpad
				isJumpEnabled = true
			elseif DevMovementMode == Enum.DevTouchMovementMode.DPad then
				newModuleToEnable = ControlModules.DPad
				isJumpEnabled = false
			elseif DevMovementMode == Enum.DevTouchMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = nil
			elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
				newModuleToEnable = nil
			end
		else
			if UserMovementMode == Enum.TouchMovementMode.Default or UserMovementMode == Enum.TouchMovementMode.Thumbstick then
				newModuleToEnable = ControlModules.Thumbstick
				isJumpEnabled = true
			elseif UserMovementMode == Enum.TouchMovementMode.Thumbpad then
				newModuleToEnable = ControlModules.Thumbpad
				isJumpEnabled = true
			elseif UserMovementMode == Enum.TouchMovementMode.DPad then
				newModuleToEnable = ControlModules.DPad
				isJumpEnabled = false
			elseif UserMovementMode == Enum.TouchMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = nil
			end
		end
		setClickToMove()
		if newModuleToEnable ~= CurrentControlModule then
			if CurrentControlModule then
				CurrentControlModule:Disable()
			end
			setJumpModule(isJumpEnabled)
			CurrentControlModule = newModuleToEnable
			if CurrentControlModule and not IsModalEnabled then
				CurrentControlModule:Enable()
				if isJumpEnabled then TouchJumpModule:Enable() end
			end
		end
	end
elseif UserInputService.KeyboardEnabled then
	onControlsChanged = function()
		-- NOTE: Click to move still uses keyboard. Leaving cases in case this ever changes.
		local newModuleToEnable = nil
		if not IsUserChoice then
			if DevMovementMode == Enum.DevComputerMovementMode.KeyboardMouse then
				newModuleToEnable = ControlModules.Keyboard
			elseif DevMovementMode == Enum.DevComputerMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = ControlModules.Keyboard
			end
		else
			if UserMovementMode == Enum.ComputerMovementMode.KeyboardMouse or UserMovementMode == Enum.ComputerMovementMode.Default then
				newModuleToEnable = ControlModules.Keyboard
			elseif UserMovementMode == Enum.ComputerMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = ControlModules.Keyboard
			end
		end
		if newModuleToEnable ~= CurrentControlModule then
			if CurrentControlModule then
				CurrentControlModule:Disable()
			end
			CurrentControlModule = newModuleToEnable
			if CurrentControlModule then
				CurrentControlModule:Enable()
			end
		end
	end
elseif UserInputService.GamepadEnabled then
	onControlsChanged = function()
		-- nil for now, probably needs some stuff later
	end
end


Prompt: -------- OMG HAX

Response:
r = game:service("RunService")

local damage = 0

local slash_damage = 0
local lunge_damage = 0

sword = script.Parent.Handle
Tool = script.Parent

local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = 7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = 8

function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end

	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

function attack()
	if script.Parent.Parent.Humanoid.Health>0 then
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
	wait(3)
	attack()
	end
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Lunge"
	anim.Parent = Tool

	force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end

Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return
	end

	t = r.Stepped:wait()

	if (t - last_attack < .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
end

attack()
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)

connection = sword.Touched:connect(blow)


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

Response:
local function toggleWindow()
	if window.Visible then

		window.Visible = false

	else
		window.Visible = true
	end
end


Prompt:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
--// Be sure to update the console gui's code if you change stuff

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

	local client, cPcall, Pcall, Routine, service, gTable =
		client, cPcall, Pcall, Routine, service, gTable

	local gui = script.Parent.Parent

	local localplayer = service.Player
	local mouse = localplayer:GetMouse()
	local playergui = service.PlayerGui

	local storedChats = client.Variables.StoredChats
	local desc = gui.Desc
	local nohide = data.KeepChat

	local function Expand(ent, point)
		ent.MouseLeave:Connect(function(x, y)
			point.Visible = false
		end)

		ent.MouseMoved:Connect(function(x, y)
			point.Text = ent.Desc.Value
			point.Size = UDim2.new(0, 10000, 0, 10000)
			local bounds = point.TextBounds.X
			local rows = math.floor(bounds / 500)
			rows = rows + 1
			if rows < 1 then
				rows = 1
			end
			local newx = 500
			if bounds < 500 then
				newx = bounds
			end
			point.Visible = true
			point.Size = UDim2.new(0, newx + 10, 0, rows * 20)
			point.Position = UDim2.new(0, x, 0, y - 40 - (rows * 20))
		end)
	end

	local function UpdateChat()
		if gui then
			local globalTab = gui.Drag.Frame.Frame.Global
			local teamTab = gui.Drag.Frame.Frame.Team
			local localTab = gui.Drag.Frame.Frame.Local
			local adminsTab = gui.Drag.Frame.Frame.Admins
			local crossTab = gui.Drag.Frame.Frame.Cross

			local entry = gui.Entry
			local tester = gui.BoundTest

			globalTab:ClearAllChildren()
			teamTab:ClearAllChildren()
			localTab:ClearAllChildren()
			adminsTab:ClearAllChildren()
			crossTab:ClearAllChildren()

			local globalNum = 0
			local teamNum = 0
			local localNum = 0
			local adminsNum = 0
			local crossNum = 0
			for i, v in pairs(storedChats) do
				local clone = entry:Clone()
				clone.Message.Text = service.MaxLen(v.Message, 100)
				clone.Desc.Value = v.Message
				Expand(clone, desc)
				if not string.match(v.Player, "%S") then
					clone.Nameb.Text = v.Player
				else
					clone.Nameb.Text = "["..v.Player.."]: "
				end
				clone.Visible = true
				clone.Nameb.Font = "SourceSansBold"

				local color = v.Color or BrickColor.White()
				clone.Nameb.TextColor3 = color.Color

				tester.Text = "["..v.Player.."]: "
				local naml = tester.TextBounds.X + 5
				if naml > 100 then
					naml = 100
				end

				tester.Text = v.Message
				local mesl = tester.TextBounds.X

				clone.Message.Position = UDim2.new(0, naml, 0, 0)
				clone.Message.Size = UDim2.new(1, -(naml + 10), 1, 0)
				clone.Nameb.Size = UDim2.new(0, naml, 0, 20)

				clone.Visible = false
				clone.Parent = globalTab

				local rows = math.floor((mesl + naml) / clone.AbsoluteSize.X)
				rows = rows + 1
				if rows < 1 then
					rows = 1
				end
				if rows > 3 then
					rows = 3
				end
				--rows = rows+1

				clone.Parent = nil
				clone.Visible = true

				clone.Size = UDim2.new(1, 0, 0, rows * 20)

				if v.Private then
					clone.Nameb.TextColor3 = Color3.new(0.58823529411765, 0.22352941176471, 0.69019607843137)
				end

				if v.Mode == "Global" then
					clone.Position = UDim2.new(0, 0, 0, globalNum * 20)
					globalNum = globalNum + 1
					if rows > 1 then
						globalNum = globalNum + rows - 1
					end
					clone.Parent = globalTab
				elseif v.Mode == "Team" then
					clone.Position = UDim2.new(0, 0, 0, teamNum * 20)
					teamNum = teamNum + 1
					if rows > 1 then
						teamNum = teamNum + rows - 1
					end
					clone.Parent = teamTab
				elseif v.Mode == "Local" then
					clone.Position = UDim2.new(0, 0, 0, localNum * 20)
					localNum = localNum + 1
					if rows > 1 then
						localNum = localNum + rows - 1
					end
					clone.Parent = localTab
				elseif v.Mode == "Admins" then
					clone.Position = UDim2.new(0, 0, 0, adminsNum * 20)
					adminsNum = adminsNum + 1
					if rows > 1 then
						adminsNum = adminsNum + rows - 1
					end
					clone.Parent = adminsTab
				elseif v.Mode == "Cross" then
					clone.Position = UDim2.new(0, 0, 0, crossNum * 20)
					crossNum = crossNum + 1
					if rows > 1 then
						crossNum = crossNum + rows - 1
					end
					clone.Parent = crossTab
				end
			end

			globalTab.CanvasSize = UDim2.new(0, 0, 0, ((globalNum) * 20))
			teamTab.CanvasSize = UDim2.new(0, 0, 0, ((teamNum) * 20))
			localTab.CanvasSize = UDim2.new(0, 0, 0, ((localNum) * 20))
			adminsTab.CanvasSize = UDim2.new(0, 0, 0, ((adminsNum) * 20))
			crossTab.CanvasSize = UDim2.new(0, 0, 0, ((crossNum) * 20))

			local glob = (((globalNum) * 20) - globalTab.AbsoluteWindowSize.Y)
			local tea = (((teamNum) * 20) - teamTab.AbsoluteWindowSize.Y)
			local loc = (((localNum) * 20) - localTab.AbsoluteWindowSize.Y)
			local adm = (((adminsNum) * 20) - adminsTab.AbsoluteWindowSize.Y)
			local cro = (((crossNum) * 20) - crossTab.AbsoluteWindowSize.Y)

			if glob < 0 then
				glob = 0
			end
			if tea < 0 then
				tea = 0
			end
			if loc < 0 then
				loc = 0
			end
			if adm < 0 then
				adm = 0
			end
			if cro < 0 then
				cro = 0
			end

			globalTab.CanvasPosition = Vector2.new(0, glob)
			teamTab.CanvasPosition = Vector2.new(0, tea)
			localTab.CanvasPosition = Vector2.new(0, loc)
			adminsTab.CanvasPosition = Vector2.new(0, adm)
			crossTab.CanvasPosition = Vector2.new(0, cro)
		end
	end

	if not storedChats then
		client.Variables.StoredChats = {}
		storedChats = client.Variables.StoredChats
	end

	gTable:Ready()

	local bubble = gui.Bubble
	local toggle = gui.Toggle
	local drag = gui.Drag
	local frame = gui.Drag.Frame
	local frame2 = gui.Drag.Frame.Frame
	local box = gui.Drag.Frame.Chat

	local globalTab = gui.Drag.Frame.Frame.Global
	local teamTab = gui.Drag.Frame.Frame.Team
	local localTab = gui.Drag.Frame.Frame.Local
	local adminsTab = gui.Drag.Frame.Frame.Admins
	local crossTab = gui.Drag.Frame.Frame.Cross

	local global = gui.Drag.Frame.Global
	local team = gui.Drag.Frame.Team
	local localb = gui.Drag.Frame.Local
	local admins = gui.Drag.Frame.Admins
	local cross = gui.Drag.Frame.Cross

	if not nohide then
		client.Variables.CustomChat = true
		client.Variables.ChatEnabled = false
		service.StarterGui:SetCoreGuiEnabled('Chat', false)
	else
		drag.Position = UDim2.new(0, 10, 1, -180)
	end

	local dragger = gui.Drag.Frame.Dragger
	local fakeDrag = gui.Drag.Frame.FakeDragger

	local boxFocused = false
	local mode = "Global"

	local lastChat = 0
	local lastClick = 0
	local isAdmin = client.Remote.Get("CheckAdmin")

	if not isAdmin then
		admins.BackgroundTransparency = 0.8
		admins.TextTransparency = 0.8
		cross.BackgroundTransparency = 0.8
		cross.TextTransparency = 0.8
	end

	if client.UI.Get("HelpButton") then
		toggle.Position = UDim2.new(1, -90, 1, -45)
	end

	local function openGlobal()
		globalTab.Visible = true
		teamTab.Visible = false
		localTab.Visible = false
		adminsTab.Visible = false
		crossTab.Visible = false

		global.Text = "Global"
		mode = "Global"

		global.BackgroundTransparency = 0
		team.BackgroundTransparency = 0.5
		localb.BackgroundTransparency = 0.5
		if isAdmin then
			admins.BackgroundTransparency = 0.5
			admins.TextTransparency = 0
			cross.BackgroundTransparency = 0.5
			cross.TextTransparency = 0
		else
			admins.BackgroundTransparency = 0.8
			admins.TextTransparency = 0.8
			cross.BackgroundTransparency = 0.8
			cross.TextTransparency = 0.8
		end
	end

	local function openTeam()
		globalTab.Visible = false
		teamTab.Visible = true
		localTab.Visible = false
		adminsTab.Visible = false
		crossTab.Visible = false

		team.Text = "Team"
		mode = "Team"

		global.BackgroundTransparency = 0.5
		team.BackgroundTransparency = 0
		localb.BackgroundTransparency = 0.5
		admins.BackgroundTransparency = 0.5
		if isAdmin then
			admins.BackgroundTransparency = 0.5
			admins.TextTransparency = 0
			cross.BackgroundTransparency = 0.5
			cross.TextTransparency = 0
		else
			admins.BackgroundTransparency = 0.8
			admins.TextTransparency = 0.8
			cross.BackgroundTransparency = 0.8
			cross.TextTransparency = 0.8
		end
	end

	local function openLocal()
		globalTab.Visible = false
		teamTab.Visible = false
		localTab.Visible = true
		adminsTab.Visible = false
		crossTab.Visible = false

		localb.Text = "Local"
		mode = "Local"

		global.BackgroundTransparency = 0.5
		team.BackgroundTransparency = 0.5
		localb.BackgroundTransparency = 0
		admins.BackgroundTransparency = 0.5
		if isAdmin then
			admins.BackgroundTransparency = 0.5
			admins.TextTransparency = 0
			cross.BackgroundTransparency = 0.5
			cross.TextTransparency = 0
		else
			admins.BackgroundTransparency = 0.8
			admins.TextTransparency = 0.8
			cross.BackgroundTransparency = 0.8
			cross.TextTransparency = 0.8
		end
	end

	local function openAdmins()
		globalTab.Visible = false
		teamTab.Visible = false
		localTab.Visible = false
		adminsTab.Visible = true
		crossTab.Visible = false

		admins.Text = "Admins"
		mode = "Admins"

		global.BackgroundTransparency = 0.5
		team.BackgroundTransparency = 0.5
		localb.BackgroundTransparency = 0.5
		if isAdmin then
			admins.BackgroundTransparency = 0
			admins.TextTransparency = 0
			cross.BackgroundTransparency = 0.5
			cross.TextTransparency = 0
		else
			admins.BackgroundTransparency = 0.8
			admins.TextTransparency = 0.8
			cross.BackgroundTransparency = 0.8
			cross.TextTransparency = 0.8
		end
	end

	local function openCross()
		globalTab.Visible = false
		teamTab.Visible = false
		localTab.Visible = false
		adminsTab.Visible = false
		crossTab.Visible = true

		cross.Text = "Cross"
		mode = "Cross"

		global.BackgroundTransparency = 0.5
		team.BackgroundTransparency = 0.5
		localb.BackgroundTransparency = 0.5
		if isAdmin then
			admins.BackgroundTransparency = 0.5
			admins.TextTransparency = 0
			cross.BackgroundTransparency = 0
			cross.TextTransparency = 0
		else
			admins.BackgroundTransparency = 0.8
			admins.TextTransparency = 0.8
			cross.BackgroundTransparency = 0.8
			cross.TextTransparency = 0.8
		end
	end

	local function fadeIn()
    --[[
    frame.BackgroundTransparency = 0.5
    frame2.BackgroundTransparency = 0.5
    box.BackgroundTransparency = 0.5
    for i=0.1,0.5,0.1 do
        --wait(0.1)
        frame.BackgroundTransparency = 0.5-i
        frame2.BackgroundTransparency = 0.5-i
        box.BackgroundTransparency = 0.5-i
    end-- Disabled ]]
		frame.BackgroundTransparency = 0
		frame2.BackgroundTransparency = 0
		box.BackgroundTransparency = 0
		fakeDrag.Visible = true
	end

	local function fadeOut()
    --[[
    frame.BackgroundTransparency = 0
    frame2.BackgroundTransparency = 0
    box.BackgroundTransparency = 0
    for i=0.1,0.5,0.1 do
        --wait(0.1)
        frame.BackgroundTransparency = i
        frame2.BackgroundTransparency = i
        box.BackgroundTransparency = i
    end-- Disabled ]]
		frame.BackgroundTransparency = 0.7
		frame2.BackgroundTransparency = 1
		box.BackgroundTransparency = 1
		fakeDrag.Visible = false
	end

	fadeOut()

	frame.MouseEnter:Connect(function()
		fadeIn()
	end)

	frame.MouseLeave:Connect(function()
		if not boxFocused then
			fadeOut()
		end
	end)

	toggle.MouseButton1Click:Connect(function()
		if drag.Visible then
			drag.Visible = false
			toggle.Image = "rbxassetid://417301749"--417285299"
		else
			drag.Visible = true
			toggle.Image = "rbxassetid://417301773"--417285351"
		end
	end)

	global.MouseButton1Click:Connect(function()
		openGlobal()
	end)

	team.MouseButton1Click:Connect(function()
		openTeam()
	end)

	localb.MouseButton1Click:Connect(function()
		openLocal()
	end)

	admins.MouseButton1Click:Connect(function()
		if isAdmin or tick() - lastClick > 5 then
			isAdmin = client.Remote.Get("CheckAdmin")
			if isAdmin then
				openAdmins()
			else
				admins.BackgroundTransparency = 0.8
				admins.TextTransparency = 0.8
			end
			lastClick = tick()
		end
	end)

	cross.MouseButton1Click:Connect(function()
		if isAdmin or tick() - lastClick > 5 then
			isAdmin = client.Remote.Get("CheckAdmin")
			if isAdmin then
				openCross()
			else
				cross.BackgroundTransparency = 0.8
				cross.TextTransparency = 0.8
			end
			lastClick = tick()
		end
	end)

	box.FocusLost:Connect(function(enterPressed)
		boxFocused = false
		if enterPressed and not client.Variables.Muted then
			if box.Text ~= '' and ((mode ~= "Cross" and tick() - lastChat >= 0.5) or (mode == "Cross" and tick() - lastChat >= 10)) then
				if not client.Variables.Muted then
					client.Remote.Send('ProcessCustomChat', box.Text, mode)
					lastChat = tick()
				end
			elseif not ((mode ~= "Cross" and tick() - lastChat >= 0.5) or (mode == "Cross" and tick() - lastChat >= 10)) then
				local tim
				if mode == "Cross" then
					tim = 10 - (tick() - lastChat)
				else
					tim = 0.5 - (tick() - lastChat)
				end
				tim = string.sub(tostring(tim), 1, 3)
				client.Handlers.ChatHandler("SpamBot", "Sending too fast! Please wait "..tostring(tim).." seconds.", "System")
			end
			box.Text = "Click here or press the '/' key to chat"
			fadeOut()
			if mode ~= "Cross" then
				lastChat = tick()
			end
		end
	end)

	box.Focused:Connect(function()
		boxFocused = true
		if box.Text == "Click here or press the '/' key to chat" then
			box.Text = ''
		end
		fadeIn()
	end)

	if not nohide then
		service.UserInputService.InputBegan:Connect(function(InputObject)
			local textbox = service.UserInputService:GetFocusedTextBox()
			if not (textbox) and InputObject.UserInputType == Enum.UserInputType.Keyboard and InputObject.KeyCode == Enum.KeyCode.Slash then
				if box.Text == "Click here or press the '/' key to chat" then
					box.Text = ''
				end
				service.RunService.RenderStepped:Wait()
				box:CaptureFocus()
			end
		end)
	end

	local dragging = false

	local nx, ny = drag.AbsoluteSize.X, frame.AbsoluteSize.Y --450,200
	local defx, defy = nx, ny
	mouse.Move:Connect(function(x, y)
		if dragging then
			nx = math.clamp(defx + (dragger.Position.X.Offset + 20), 1, 260)
			ny = math.clamp(defy + (dragger.Position.Y.Offset + 20), 1, 100)

			frame.Size = UDim2.new(1, 0, 0, ny)
			drag.Size = UDim2.new(0, nx, 0, 30)
		end
	end)
	dragger.DragBegin:Connect(function(init)
		dragging = true
	end)
	dragger.DragStopped:Connect(function(x, y)
		dragging = false
		defx = nx
		defy = ny
		dragger.Position = UDim2.new(1, -20, 1, -20)
		UpdateChat()
	end)

	UpdateChat()


Prompt: --Wheel Setup--

Response:
for i, child in pairs(script.Parent.Parent.Parent.FL:GetChildren()) do
	if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end
	if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false
		if (child.Shape ~= Enum.PartType.Ball) or (child.Name == "Wheel") then child.Name = "WheelPart" end
		if (child.Shape == Enum.PartType.Ball) and not child.Parent:FindFirstChild("Wheel") then child.Name = "Wheel" end
	end
end
for i, child in pairs(script.Parent.Parent.Parent.FR:GetChildren()) do
	if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end
	if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false
		if (child.Shape ~= Enum.PartType.Ball) or (child.Name == "Wheel") then child.Name = "WheelPart" end
		if (child.Shape == Enum.PartType.Ball) and not child.Parent:FindFirstChild("Wheel") then child.Name = "Wheel" end
	end
end
for i, child in pairs(script.Parent.Parent.Parent.RL:GetChildren()) do
	if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end
	if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false
		if (child.Shape ~= Enum.PartType.Ball) or (child.Name == "Wheel") then child.Name = "WheelPart" end
		if (child.Shape == Enum.PartType.Ball) and not child.Parent:FindFirstChild("Wheel") then child.Name = "Wheel" end
	end
end
for i, child in pairs(script.Parent.Parent.Parent.RR:GetChildren()) do
	if child:IsA("UnionOperation") then child.CanCollide = false child.Name = "WheelPart" end
	if child:IsA("Part") and not child:IsA("UnionOperation") then child.CanCollide = false
		if (child.Shape ~= Enum.PartType.Ball) or (child.Name == "Wheel") then child.Name = "WheelPart" end
		if (child.Shape == Enum.PartType.Ball) and not child.Parent:FindFirstChild("Wheel") then child.Name = "Wheel" end
	end
end

local FL = script.Parent.Parent.Parent.FL.Wheel
local FR = script.Parent.Parent.Parent.FR.Wheel
local RL = script.Parent.Parent.Parent.RL.Wheel
local RR = script.Parent.Parent.Parent.RR.Wheel

local zfl = FL:Clone()
zfl.Parent = script.Parent.Parent.Parent.FL
zfl.Name = "Part"
zfl.Transparency = 0
zfl.CFrame = FL.CFrame

local zfr = FR:Clone()
zfr.Parent = script.Parent.Parent.Parent.FR
zfr.Name = "Part"
zfr.Transparency = 0
zfr.CFrame = FR.CFrame

local zrl = RL:Clone()
zrl.Parent = script.Parent.Parent.Parent.RL
zrl.Name = "Part"
zrl.Transparency = 0
zrl.CFrame = RL.CFrame

local zrr = RR:Clone()
zrr.Parent = script.Parent.Parent.Parent.RR
zrr.Name = "Part"
zrr.Transparency = 0
zrr.CFrame = RR.CFrame

FL.CanCollide = true
FR.CanCollide = true
RL.CanCollide = true
RR.CanCollide = true

FL.Transparency = 1
FR.Transparency = 1
RL.Transparency = 1
RR.Transparency = 1

ManualOnly = false
SuspensionTravelF = 1
SuspensionTravelR = 1
Radio = false
ActiveStabilityControl = false
AutoClutch = false
Mode = "Sport"

if WHEELS_VISIBLE == false then
zfl.Transparency = 1
zfr.Transparency = 1
zrl.Transparency = 1
zrr.Transparency = 1
else
zfl.Transparency = 0
zfr.Transparency = 0
zrl.Transparency = 0
zrr.Transparency = 0
end

FL.Rotation = script.Parent.Rotation
FR.Rotation = script.Parent.Rotation
RL.Rotation = script.Parent.Rotation
RR.Rotation = script.Parent.Rotation

for _,v in pairs(FL:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end
for _,v in pairs(FR:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end
for _,v in pairs(RL:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end
for _,v in pairs(RR:GetChildren()) do if v:IsA("Decal") then v:Destroy() end end


Prompt: --On lines 10 and 29 change Gold to the name of your money and Exp to the stat you wish to upgrade.

Response:
local Humanoid = script.Parent.Human -- Change Enemy to the name of your Monsters Humanoid
function PwntX_X()
local tag = Humanoid:findFirstChild("creator")
	if tag ~= nil then
		if tag.Value ~= nil then
local Leaderstats = tag.Value:findFirstChild("leaderstats")
			if Leaderstats ~= nil then
Leaderstats.Gold.Value = Leaderstats.Gold.Value + 2500 --How Much Money Given
wait(0.1)
script:remove()
			end
		end
	end
end
Humanoid.Died:connect(PwntX_X)

local Humanoid = script.Parent.Human -- Change Enemy to the name of your Monsters Humaniod
function PwntX_X()
local tag = Humanoid:findFirstChild("creator")
	if tag ~= nil then
		if tag.Value ~= nil then
local Leaderstats = tag.Value:findFirstChild("leaderstats")
			if Leaderstats ~= nil then
Leaderstats.XP.Value = Leaderstats.XP.Value + 1500 --How Much XP Given
wait(0.1)
script:remove()
			end
		end
	end
end
Humanoid.Died:connect(PwntX_X)


Prompt: --// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol

Response:
wait(0.1)
local player = game.Players.LocalPlayer
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local winfob = script.Parent.Music
local handler = carSeat:WaitForChild('Filter')


Prompt: -- Overrides Keyboard:UpdateMovement(inputState) to conditionally consider self.wasdEnabled

Response:
function ClickToMove:UpdateMovement(inputState)
	if inputState == Enum.UserInputState.Cancel then
		self.moveVector = ZERO_VECTOR3
	elseif self.wasdEnabled then
		self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)
	end
end

return ClickToMove


Prompt:
--// You can use modules like this to alter guis without making a new theme
--// This makes it so you don't need to make an entire gui folder n all that
--// If the theme is set to this module, it will use the default guis
--// The default requested gui will be passed to and modified by this module
--// before it runs. This lets you change things in anyway you want without
--// needing to change the guis by hand or their code.
--// This is also generally safer and update proof.
--// Alternatively if this returns anything, it will be assumed
--// that this module created and registered it's own screenguis
--// It will assume that any return is from those guis
--// For instance the YesNoPrompt returns Yes or No depending on
--// what button the player presses.
--// Any non-nil return will be returned by the script
--// IF YOU MAKE YOUR OWN SCREENGUIS IT IS UP TO YOU TO REGISTER THEM!
--// If you plan to make your own guis you must return something from this module
--// and you must register them using client.UI.Register(ScreenGuiObjectHere)
--// Register will return gTable and gIndex, when destroying your gui
--// use gTable:Destroy(); If your gui needs to be removed in a special way
--// you can define a custom destroy function by doing
--// gTable.CustomDestroy = function() doStuffHere end


Prompt: --WalkSpeedsHere!

Response:
local WalkSpeedWhileCrouching = 8
local CurrentWalkSpeed = 16


Prompt:
--local infectedTeams = {["Contained Infected Subject"] = true,
--	["Latex"] = true
--}
--local roleTeams = { --what CIS is on that group
--	{11649027,game.Teams["Medical Department"],2},--med
--	{12022092,game.Teams["Janitorial Department"],3},--jan
--	{11649027,game.Teams["Medical Department"],254}--Naki
--}


Prompt: ---------END RIGHT DOOR

Response:
game.Workspace.doorleft.p1.CFrame = game.Workspace.doorleft.p1.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p2.CFrame = game.Workspace.doorleft.p2.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p3.CFrame = game.Workspace.doorleft.p3.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p4.CFrame = game.Workspace.doorleft.p4.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p5.CFrame = game.Workspace.doorleft.p5.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p6.CFrame = game.Workspace.doorleft.p6.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p7.CFrame = game.Workspace.doorleft.p7.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p8.CFrame = game.Workspace.doorleft.p8.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p9.CFrame = game.Workspace.doorleft.p9.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p10.CFrame = game.Workspace.doorleft.p10.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p11.CFrame = game.Workspace.doorleft.p11.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p12.CFrame = game.Workspace.doorleft.p12.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p13.CFrame = game.Workspace.doorleft.p13.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p14.CFrame = game.Workspace.doorleft.p14.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p15.CFrame = game.Workspace.doorleft.p15.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p16.CFrame = game.Workspace.doorleft.p16.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p17.CFrame = game.Workspace.doorleft.p17.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p18.CFrame = game.Workspace.doorleft.p18.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.p19.CFrame = game.Workspace.doorleft.p19.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.pillar.CFrame = game.Workspace.doorleft.pillar.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l11.CFrame = game.Workspace.doorleft.l11.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l12.CFrame = game.Workspace.doorleft.l12.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l13.CFrame = game.Workspace.doorleft.l13.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l21.CFrame = game.Workspace.doorleft.l21.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l22.CFrame = game.Workspace.doorleft.l22.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l23.CFrame = game.Workspace.doorleft.l23.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l31.CFrame = game.Workspace.doorleft.l31.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l32.CFrame = game.Workspace.doorleft.l32.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l33.CFrame = game.Workspace.doorleft.l33.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l41.CFrame = game.Workspace.doorleft.l41.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l42.CFrame = game.Workspace.doorleft.l42.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l43.CFrame = game.Workspace.doorleft.l43.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l51.CFrame = game.Workspace.doorleft.l51.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l52.CFrame = game.Workspace.doorleft.l52.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l53.CFrame = game.Workspace.doorleft.l53.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l61.CFrame = game.Workspace.doorleft.l61.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l62.CFrame = game.Workspace.doorleft.l62.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l63.CFrame = game.Workspace.doorleft.l63.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l71.CFrame = game.Workspace.doorleft.l71.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l72.CFrame = game.Workspace.doorleft.l72.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorleft.l73.CFrame = game.Workspace.doorleft.l73.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)


Prompt:
--[=[
	Returns a new Promise that resolves if the chained Promise resolves within `seconds` seconds, or rejects if execution time exceeds `seconds`. The chained Promise will be cancelled if the timeout is reached.

	Rejects with `rejectionValue` if it is non-nil. If a `rejectionValue` is not given, it will reject with a `Promise.Error(Promise.Error.Kind.TimedOut)`. This can be checked with [[Error.isKind]].

	```lua
	getSomething():timeout(5):andThen(function(something)
		-- got something and it only took at max 5 seconds
	end):catch(function(e)
		-- Either getting something failed or the time was exceeded.

		if Promise.Error.isKind(e, Promise.Error.Kind.TimedOut) then
			warn("Operation timed out!")
		else
			warn("Operation encountered an error!")
		end
	end)
	```

	Sugar for:

	```lua
	Promise.race({
		Promise.delay(seconds):andThen(function()
			return Promise.reject(
				rejectionValue == nil
				and Promise.Error.new({ kind = Promise.Error.Kind.TimedOut })
				or rejectionValue
			)
		end),
		promise
	})
	```

	@param seconds number
	@param rejectionValue? any -- The value to reject with if the timeout is reached
	@return Promise
]=]

Response:
function Promise.prototype:timeout(seconds, rejectionValue)
	local traceback = debug.traceback(nil, 2)

	return Promise.race({
		Promise.delay(seconds):andThen(function()
			return Promise.reject(rejectionValue == nil and Error.new({
				kind = Error.Kind.TimedOut,
				error = "Timed out",
				context = string.format(
					"Timeout of %d seconds exceeded.\n:timeout() called at:\n\n%s",
					seconds,
					traceback
				),
			}) or rejectionValue)
		end),
		self,
	})
end


Prompt:
--[ Hooks ]--
-- Controls

Response:
Mouse.KeyDown:connect(function(Key)
	if (Hold ~= nil) then return end
	if (string.upper(Key) ~= "C") and (string.lower(Key) ~= " ") then return end
	Hold = true

	if (Torso:FindFirstChild("LegWeld") == nil) and (string.lower(Key) ~= " ") then
		-- Right Leg
		RH.Part1 = nil
		CreateWeld(RL, CFrame.new(-0.5, 0.75, 1))

		-- Left Leg
		LH.Part1 = nil
		CreateWeld(LL, CFrame.new(0.5, 0.495, 1.25) * CFrame.Angles(math.rad(90), 0, 0))

		-- Lower Character
		RJ.C0 = CFrame.new(0, -1.25, 0) * CFrame.Angles(0, 0, 0)
		RJ.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)

		-- Slow Walk Speed
		Humanoid.CameraOffset = Vector3.new(0, -1.25, 0)
		Humanoid.WalkSpeed = 8

	else
		StandUp()
		Humanoid.WalkSpeed = 16
		if Humanoid.CameraOffset == Vector3.new(0,1.25,0) then
		Humanoid.CameraOffset = Vector3.new(0, 0, 0)
		Humanoid.WalkSpeed = 16
		end

	end

	wait(0.5)

	Hold = nil
end)


Prompt:
--[[

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

--]]

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

local CameraShakePresets = {

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

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

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

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

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

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

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

}

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


Prompt: --[[Weight and CG]]

Response:
	Tune.Weight			= 1000		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible

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

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


Prompt: --used by checkTeams

Response:
function sameTeam(otherHuman)
	local player = getPlayer()
	local otherPlayer = game:GetService("Players"):GetPlayerFromCharacter(otherHuman.Parent)
	if player and otherPlayer then
		if player == otherPlayer then
			return true
		end
		if otherPlayer.Neutral then
			return false
		end
		return player.TeamColor == otherPlayer.TeamColor
	end
	return false
end


Prompt:
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	if plrData.Character.Injuries.Burned.Value == true then
		return true
	end
	return false
end


Prompt: -- hide the default loading screen

Response: ReplicatedFirst:RemoveDefaultLoadingScreen()


Prompt:
--[[
	Calls a function and throws an error if it attempts to yield.

	Pass any number of arguments to the function after the callback.

	This function supports multiple return; all results returned from the
	given function will be returned.
]]

Response:
local function resultHandler(co, ok, ...)
	if not ok then
		local err = (...)
		error(err, 2)
	end

	if coroutine.status(co) ~= "dead" then
		error(debug.traceback(co, "Attempted to yield inside Changed event!"), 2)
	end

	return ...
end

local function NoYield(callback, ...)
	local co = coroutine.create(callback)

	return resultHandler(co, coroutine.resume(co, ...))
end

return NoYield


Prompt:
--NOTE
--The animation can bug out, im still trying to find a way to fix that.

Response:
repeat wait() until game:IsLoaded()
wait(0.01)
local TweenService = game:GetService("TweenService")
local tweenPart = game.Players.LocalPlayer.Character.Humanoid

local info = TweenInfo.new(
	0.325,
	Enum.EasingStyle.Back,
	Enum.EasingDirection.Out,
	0,
	false,
	0
)
local info2 = TweenInfo.new(
	0.3,
	Enum.EasingStyle.Back,
	Enum.EasingDirection.Out,
	0,
	false,
	0
)

local Goals = {CameraOffset = Vector3.new(0,-1.75,0)}
local Goals2 = {CameraOffset = Vector3.new(0,0,0)}

local animsR6 = script.Parent.Parent.R6Anims
local animsR15 = script.Parent.Parent.R15Anims

local PartTween = TweenService:Create(tweenPart, info, Goals)
local PartTween2 = TweenService:Create(tweenPart, info2, Goals2)

local animidle = tweenPart:LoadAnimation(animsR15.Idle)
local animwalk = tweenPart:LoadAnimation(animsR15.Walk)

if tweenPart.RigType == Enum.HumanoidRigType.R6 then
	animidle = tweenPart:LoadAnimation(animsR6.Idle)
	animwalk = tweenPart:LoadAnimation(animsR6.Walk)
elseif tweenPart.RigType == Enum.HumanoidRigType.R15 then
	animidle = tweenPart:LoadAnimation(animsR15.Idle)
	animwalk = tweenPart:LoadAnimation(animsR15.Walk)
end

local crouching = false
local waiting = false

local function Crouch()
	if waiting == false then
		if crouching == false then
			script.Parent.Parent.ImageColor3 = script.Parent.Parent.Values.OnCrouchColor.Value
			script.Parent.Parent.CrouchImage.ImageColor3 = Color3.new(1, 1, 1)
			tweenPart.WalkSpeed = 8
			waiting = true
			crouching = true
			animidle:Play()
			PartTween:Play() --plays it
			tweenPart.Running:Connect(function(Speed)
				if crouching == true then
					if Speed >= 1 then
						animidle:Stop()
						if animwalk.IsPlaying == false then
							animwalk:Play()
						end

					else
						animidle:Play()
						animwalk:Stop()
					end
				end
			end)
			wait(0.05)
			waiting = false
		else
			script.Parent.Parent.ImageColor3 = script.Parent.Parent.Values.OriginalColor.Value
			script.Parent.Parent.CrouchImage.ImageColor3 = Color3.new(0, 0, 0)
			tweenPart.WalkSpeed = 16
			waiting = true
			crouching = false
			animidle:Stop()
			animwalk:Stop()
			PartTween2:Play()
			wait(0.05)
			waiting = false
		end
	end
end
local userinputservice = game:GetService("UserInputService")
userinputservice.InputBegan:Connect(function(input)
	if script.Parent.Parent.Visible == true then
		if input.KeyCode == Enum.KeyCode.LeftControl then
			Crouch()
		end
	end
end)
script.Parent.Parent.MouseButton1Click:Connect(function()
	Crouch()
end)


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 265		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6980		--		Use sliders to manipulate values
	Tune.Redline		= 8000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

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


Prompt: -- ROBLOX deviation: IndexedCall annotated as any for now since we don't have tuple support in luau

Response:
type IndexedCall = any

function printReceivedCallsNegative(
	expected: Array<any>,
	indexedCalls: Array<IndexedCall>,
	isOnlyCall: boolean,
	iExpectedCall: number?
)
	if #indexedCalls == 0 then
		return ""
	end

	local label = "Received:       "

	if isOnlyCall then
		return label .. printReceivedArgs(indexedCalls[1], expected) .. "\n"
	end

	local printAligned = getRightAlignedPrinter(label)

	return "Received\n"
		.. Array.reduce(indexedCalls, function(printed: string, iCall: IndexedCall)
			local i = iCall[1]
			local args = iCall[2]

			return printed .. printAligned(tostring(i), i == iExpectedCall) .. printReceivedArgs(args, expected) .. "\n"
		end, "")
end

function printExpectedReceivedCallsPositive(
	expected: Array<any>,
	indexedCalls: Array<IndexedCall>,
	expand: boolean,
	isOnlyCall: boolean,
	iExpectedCall: number?
)
	local expectedLine = string.format("Expected: %s\n", printExpectedArgs(expected))

	if #indexedCalls == 0 then
		return expectedLine
	end

	local label = "Received: "

	if isOnlyCall and (iExpectedCall == 1 or iExpectedCall == nil) then
		local received = indexedCalls[1][2]
		if isLineDiffableCall(expected, received) then
			-- Display diff without indentation.
			local lines = {
				EXPECTED_COLOR("- Expected"),
				RECEIVED_COLOR("+ Received"),
				"",
			}

			local length = math.max(#expected, #received)
			for i = 1, length do
				local added = false

				if i <= #expected and i <= #received then
					if isEqualValue(expected[i], received[i]) then
						table.insert(lines, "  " .. printCommon(received[i]) .. ",")
						added = true
					end
					if not added and isLineDiffableArg(expected[i], received[i]) then
						local difference = diff(expected[i], received[i], { expand })

						if
							typeof(difference) == "string"
							and difference:find("%- Expected")
							and difference:find("%+ Received")
						then
							-- Omit annotation in case multiple args have diff.
							local splitLines = {}
							for s in difference:gmatch("[^\n]+") do
								table.insert(splitLines, s)
							end

							splitLines = Array.slice(splitLines, 3)
							table.insert(lines, Array.join(splitLines, "\n") .. ",")
							added = true
						end
					end
				end
				if not added then
					if i <= #expected then
						table.insert(lines, EXPECTED_COLOR("- " .. stringify(expected[i])) .. ",")
					end
					if i <= #received then
						table.insert(lines, RECEIVED_COLOR("+ " .. stringify(received[i])) .. ",")
					end
				end
				i = i + 1
			end

			return table.concat(lines, "\n") .. "\n"
		end
		return expectedLine .. label .. printReceivedArgs(received, expected) .. "\n"
	end

	local printAligned = getRightAlignedPrinter(label)

	return expectedLine
		.. "Received\n"
		.. Array.reduce(indexedCalls, function(printed: string, indexedCall: IndexedCall)
			local i = indexedCall[1]
			local received = indexedCall[2]

			local aligned = printAligned(tostring(i), i == iExpectedCall)

			if (i == iExpectedCall or iExpectedCall == nil) and isLineDiffableCall(expected, received) then
				return printed
					.. aligned:sub(1, aligned:find(":") - 1)
					.. "\n"
					.. aligned:sub(aligned:find(":") + 1, #aligned)
					.. printDiffCall(expected, received, expand)
					.. "\n"
			else
				return printed .. aligned .. printReceivedArgs(received, expected) .. "\n"
			end
		end, "")
end

local indentation = string.gsub("Received", "[a-zA-Z0-9_]", " ")

function printDiffCall(expected: Array<any>, received: Array<any>, expand: boolean)
	return Array.join(
		Array.map(received, function(arg, i)
			if i <= #expected then
				if isEqualValue(expected[i], arg) then
					return indentation .. "  " .. printCommon(arg) .. ","
				end

				if isLineDiffableArg(expected[i], arg) then
					local difference = diff(expected[i], arg, { expand = expand })

					if
						typeof(difference) == "string"
						and difference:find("%- Expected")
						and difference:find("%+ Received")
					then
						-- Display diff with indentation.
						-- Omit annotation in case multiple args have diff.
						local splitLines = {}
						for s in difference:gmatch("[^\n]+") do
							table.insert(splitLines, s)
						end

						return Array.join(
							Array.map(Array.slice(splitLines, 3), function(line)
								return indentation .. line
							end),
							"\n"
						) .. ","
					end
				end
			end

			-- Display + only if received arg has no corresponding expected arg.
			return indentation
				.. (function()
					if i <= #expected then
						return "  " .. printReceived(arg)
					end

					return RECEIVED_COLOR("+ " .. stringify(arg))
				end)()
				.. ","
		end),
		"\n"
	)
end

function isLineDiffableCall(expected: Array<any>, received: Array<any>): boolean
	return Array.some(expected, function(arg, i)
		return i <= #received and isLineDiffableArg(arg, received[i])
	end)
end


Prompt: --("found vehicle gui - deleting")

Response:
gui = pl.PlayerGui:findFirstChild("VehicleGui")
gui:Destroy()
newscript = script.Parent.camfix:Clone()
newscript.Parent = pl.PlayerGui
script.Parent.Parent.HasGunner.Value = false


Prompt: -- connect events

Response:
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
local runService = game:GetService("RunService");
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while wait(0)do
local _,time=wait(0)
move(time)
end


Prompt: -- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388

Response:
debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hat"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(-0,-0,-1)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(1, 0.56, -0.3) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: -- Splits a uint32 number into four bytes.

Response:
function common.uint32_to_bytes(a)
	local a4 = a % 256
	a = (a - a4) / 256
	local a3 = a % 256
	a = (a - a3) / 256
	local a2 = a % 256
	local a1 = (a - a2) / 256
	return a1, a2, a3, a4
end

return common


Prompt: -------- OMG HAX

Response:
r = game:service("RunService")

local damage = 0

local slash_damage = 0

sword = script.Parent.Handle
Tool = script.Parent

function attack()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

Tool.Enabled = true

function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return
	end

	attack()

	wait(1)

	Tool.Enabled = true
end

function onEquipped()
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


Prompt: --Objects

Response:
local DriverSeat = Chassis.driverSeat

local function unbindActions()
	ContextActionService:UnbindAction(STEER_LEFT_ACTION_NAME)
	ContextActionService:UnbindAction(STEER_RIGHT_ACTION_NAME)
	ContextActionService:UnbindAction(THROTTLE_ACTION_NAME)
	ContextActionService:UnbindAction(BRAKE_ACTION_NAME)
	ContextActionService:UnbindAction(HAND_BRAKE_ACTION_NAME)
	ContextActionService:UnbindAction(EXIT_ACTION_NAME)
end

local function onExitSeat(Seat)
	unbindActions()
	LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat)
	script.Disabled = true
end
LocalVehicleSeating.OnSeatExitEvent(onExitSeat)


Prompt:
--local Player
--local Character
--local Humanoid

Response:
local Module = require(Tool:WaitForChild("Setting"))
local ChangeMagAndAmmo = script:WaitForChild("ChangeMagAndAmmo")
local Grip2
local Handle2

if Module.DualEnabled then
	Handle2 = Tool:WaitForChild("Handle2",1)
	if Handle2 == nil and Module.DualEnabled then error("\"Dual\" setting is enabled but \"Handle2\" is missing!") end
end

local MagValue = script:FindFirstChild("Mag") or Instance.new("NumberValue",script)
MagValue.Name = "Mag"
MagValue.Value = Module.AmmoPerMag
local AmmoValue = script:FindFirstChild("Ammo") or Instance.new("NumberValue",script)
AmmoValue.Name = "Ammo"
AmmoValue.Value = Module.LimitedAmmoEnabled and Module.Ammo or 0

if Module.IdleAnimationID ~= nil or Module.DualEnabled then
	local IdleAnim = Instance.new("Animation",Tool)
	IdleAnim.Name = "IdleAnim"
	IdleAnim.AnimationId = "rbxassetid://"..(Module.DualEnabled and 53610688 or Module.IdleAnimationID)
end
if Module.FireAnimationID ~= nil then
	local FireAnim = Instance.new("Animation",Tool)
	FireAnim.Name = "FireAnim"
	FireAnim.AnimationId = "rbxassetid://"..Module.FireAnimationID
end
if Module.ReloadAnimationID ~= nil then
	local ReloadAnim = Instance.new("Animation",Tool)
	ReloadAnim.Name = "ReloadAnim"
	ReloadAnim.AnimationId = "rbxassetid://"..Module.ReloadAnimationID
end
if Module.ShotgunClipinAnimationID ~= nil then
	local ShotgunClipinAnim = Instance.new("Animation",Tool)
	ShotgunClipinAnim.Name = "ShotgunClipinAnim"
	ShotgunClipinAnim.AnimationId = "rbxassetid://"..Module.ShotgunClipinAnimationID
end
if Module.HoldDownAnimationID ~= nil then
	local HoldDownAnim = Instance.new("Animation",Tool)
	HoldDownAnim.Name = "HoldDownAnim"
	HoldDownAnim.AnimationId = "rbxassetid://"..Module.HoldDownAnimationID
end
if Module.EquippedAnimationID ~= nil then
	local EquippedAnim = Instance.new("Animation",Tool)
	EquippedAnim.Name = "EquippedAnim"
	EquippedAnim.AnimationId = "rbxassetid://"..Module.EquippedAnimationID
end

ChangeMagAndAmmo.OnServerEvent:connect(function(Player,Mag,Ammo)
	MagValue.Value = Mag
	AmmoValue.Value = Ammo
end)

Tool.Equipped:connect(function()
	--Player = game.Players:GetPlayerFromCharacter(Tool.Parent)
	--Character = Tool.Parent
	--Humanoid = Character:FindFirstChild("Humanoid")
	if Module.DualEnabled and workspace.FilteringEnabled then
		Handle2.CanCollide = false
		local LeftArm = Tool.Parent:FindFirstChild("Left Arm") or Tool.Parent:FindFirstChild("LeftHand")
		local RightArm = Tool.Parent:FindFirstChild("Right Arm") or Tool.Parent:FindFirstChild("RightHand")
		if RightArm then
			local Grip = RightArm:WaitForChild("RightGrip",0.01)
			if Grip then
				Grip2 = Grip:Clone()
				Grip2.Name = "LeftGrip"
				Grip2.Part0 = LeftArm
				Grip2.Part1 = Handle2
				--Grip2.C1 = Grip2.C1:inverse()
				Grip2.Parent = LeftArm
			end
		end
	end
end)

Tool.Unequipped:connect(function()
	if Module.DualEnabled and workspace.FilteringEnabled then
		Handle2.CanCollide = true
		if Grip2 then Grip2:Destroy() end
	end
end)


Prompt: --Dont mess with any of this

Response:
function boop(Player)
	if not Player.Backpack:FindFirstChild(Toolname) then
		local Tool = game.ServerStorage[Toolname]:clone()
		Tool.Parent = Player.Backpack
		script.Parent.ClickDetector.MaxActivationDistance = 0
		game.Workspace.Crowbarmod.Transparency = 1
		wait(100)
		game.Workspace.Crowbarmod.Transparency = 0
		script.Parent.ClickDetector.MaxActivationDistance = 5
	end
end
script.Parent.ClickDetector.MouseClick:connect(boop)


Prompt: -- InspiringNote's free to use rank GUI/script.

Response:
local groupID = 16072157 -- Put your Group ID here!

game.Players.PlayerAdded:Connect(function(player)
	local groupRank = player:GetRoleInGroup(groupID)
	local clone = script.Rank:Clone()
	clone.Parent = game.Workspace:WaitForChild(player.Name).Head
	clone.Frame.Name1.Text = player.Name
	clone.Frame.Rank.Text = groupRank

	player.CharacterAdded:Connect(function()
		local groupRank = player:GetRoleInGroup(groupID)
		local clone = script.Rank:Clone()
		clone.Parent = game.Workspace:WaitForChild(player.Name).Head
		clone.Frame.Name1.Text = player.Name
		clone.Frame.Rank.Text = groupRank
	end)

end)


Prompt: --//D//--

Response:
if gear.Value == 1 then
if script.Parent.TC.On.Value == true then
if carSeat.Throttle == 1 and script.Parent.CC.Value == true then
	rwd.Torque = 0
	lwd.Torque = 0
	rrwd.Torque = 0
	rwd.Throttle = 0
	lwd.Throttle = 0
	rrwd.Throttle = 0
	elseif carSeat.Throttle == 1 and script.Parent.CC.Value == false then
	rwd.Throttle = 0
	rwd.Torque = 0
	rwd.MaxSpeed = maxspeed
	lwd.Throttle = 0
	lwd.Torque = 0
	lwd.MaxSpeed = maxspeed
	rrwd.Throttle = 0
	rrwd.Torque = 0
	rrwd.MaxSpeed = maxspeed

elseif carSeat.Throttle == -1 then
	script.Parent.CC.Value = false
	rb.RB.CanCollide = true
	rb.FB.CanCollide = true
	lfb.RB.CanCollide = true
	lfb.FB.CanCollide = true
	rfb.RB.CanCollide = true
	rfb.FB.CanCollide = true
	wait(brakes)
	rb.RB.CanCollide = false
	rb.FB.CanCollide = false
	lfb.RB.CanCollide = false
	lfb.FB.CanCollide = false
	rfb.RB.CanCollide = false
	rfb.FB.CanCollide = false
	wait()
elseif carSeat.Throttle == 0 and script.Parent.CC.Value == true then
	rb.RB.CanCollide = false
	rb.FB.CanCollide = false
	lfb.RB.CanCollide = false
	lfb.FB.CanCollide = false
	rfb.RB.CanCollide = false
	rfb.FB.CanCollide = false
	elseif carSeat.Throttle == 0 and script.Parent.CC.Value == false then
	rwd.Throttle = 0
	rwd.Torque = cst
	rwd.MaxSpeed = maxspeed
	lwd.Throttle = 0
	lwd.Torque = cst
	lwd.MaxSpeed = maxspeed
	rrwd.Throttle = 0
	rrwd.Torque = cst
	rrwd.MaxSpeed = maxspeed
	rb.RB.CanCollide = false
	rb.FB.CanCollide = false
	lfb.RB.CanCollide = false
	lfb.FB.CanCollide = false
	rfb.RB.CanCollide = false
	rfb.FB.CanCollide = false
	end
end

if script.Parent.TC.On.Value == false then
	if carSeat.Throttle == 1 and script.Parent.CC.Value == true then
	rwd.Torque = tq
	lwd.Torque = ftq
	rrwd.Torque = ftq
	rwd.Throttle = 1
	lwd.Throttle = 1
	rrwd.Throttle = 1
	elseif carSeat.Throttle == 1 and script.Parent.CC.Value == false then
	rwd.Throttle = 1
	rwd.Torque = tq
	rwd.MaxSpeed = maxspeed
	lwd.Throttle = 1
	lwd.Torque = ftq
	lwd.MaxSpeed = maxspeed
	rrwd.Throttle = 1
	rrwd.Torque = ftq
	rrwd.MaxSpeed = maxspeed

elseif carSeat.Throttle == -1 then
	script.Parent.CC.Value = false
	rb.RB.CanCollide = true
	rb.FB.CanCollide = true
	lfb.RB.CanCollide = true
	lfb.FB.CanCollide = true
	rfb.RB.CanCollide = true
	rfb.FB.CanCollide = true
	wait(brakes)
	rb.RB.CanCollide = false
	rb.FB.CanCollide = false
	lfb.RB.CanCollide = false
	lfb.FB.CanCollide = false
	rfb.RB.CanCollide = false
	rfb.FB.CanCollide = false
	wait()
elseif carSeat.Throttle == 0 and script.Parent.CC.Value == true then
	rb.RB.CanCollide = false
	rb.FB.CanCollide = false
	lfb.RB.CanCollide = false
	lfb.FB.CanCollide = false
	rfb.RB.CanCollide = false
	rfb.FB.CanCollide = false
	elseif carSeat.Throttle == 0 and script.Parent.CC.Value == false then
	rwd.Throttle = 0
	rwd.Torque = cst
	rwd.MaxSpeed = maxspeed
	lwd.Throttle = 0
	lwd.Torque = cst
	lwd.MaxSpeed = maxspeed
	rrwd.Throttle = 0
	rrwd.Torque = cst
	rrwd.MaxSpeed = maxspeed
	rb.RB.CanCollide = false
	rb.FB.CanCollide = false
	lfb.RB.CanCollide = false
	lfb.FB.CanCollide = false
	rfb.RB.CanCollide = false
	rfb.FB.CanCollide = false
	end
end
	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 = 250;
v2.event = v4.event.Knobs;
v4.event.Knobs.Event:connect(function(p1)
	if type(p1) == "number" then
		v2.value = p1;
		return;
	end;
	v2.value = 250;
end);
v2.value = v4.data.Knobs;
return v2;


Prompt: -- Don't edit if you don't know what you're doing --

Response:
local DataStoreService = game:GetService("DataStoreService")
local DataStore = DataStoreService:GetOrderedDataStore("GlobalLeaderboard_" .. StatsName)
local SurfaceGui = script.Parent
local Sample = script.Sample
local List = SurfaceGui.Frame.List
local ItemsFrame = List.ListContent.Items

local function GetItems()
	local Data = DataStore:GetSortedAsync(false, MaxItems, MinValueDisplay, MaxValueDisplay)
	local TopPage = Data:GetCurrentPage()

	ItemsFrame.Nothing.Visible = #TopPage == 0 and true or false

	for i, v in ipairs(TopPage) do
		local UserId = v.key
		local Value = v.value
		local Username = "[Not Available]"
		local Color = Color3.fromRGB(38, 50, 56)

		local Success, Error = pcall(function()
		 	Username = game.Players:GetNameFromUserIdAsync(UserId)
		end)

		if i == 1 then
			Color = Color3.fromRGB(255, 215, 0)
		elseif i == 2 then
			Color = Color3.fromRGB(192, 192, 192)
		elseif i == 3 then
			Color = Color3.fromRGB(205, 127, 50)
		end

		local Item = Sample:Clone()
		Item.Name = Username
		Item.LayoutOrder = i
		Item.Values.Number.TextColor3 = Color
		Item.Values.Number.Text = i
		Item.Values.Username.Text = Username
		Item.Values.Value.Text = Value
		Item.Parent = ItemsFrame
	end
end

while true do
	for i, v in pairs(game.Players:GetPlayers()) do
		local Stats = v.leaderstats:WaitForChild(StatsName).Value
		if Stats then
			pcall(function()
				DataStore:UpdateAsync(v.UserId, function(Value)
					return tonumber(Stats)
				end)
			end)
		end
	end

	for i, v in pairs(ItemsFrame:GetChildren()) do
		if v:IsA("ImageLabel") then
			v:Destroy()
		end
	end

	GetItems()

	wait()
	SurfaceGui.Heading.Heading.Text = StatsName .. " Leaderboard"
	List.ListContent.GuideTopBar.Value.Text = StatsName
	List.CanvasSize = UDim2.new(0, 0, 0, ItemsFrame.UIListLayout.AbsoluteContentSize.Y + 35)
	wait(UpdateEvery)
end


Prompt:
-- Helpers to patch console.logs to avoid logging during side-effect free
-- replaying on render function. This currently only patches the object
-- lazily which won't cover if the log function was extracted eagerly.
-- We could also eagerly patch the method.

Response:
local disabledDepth = 0
local prevLog
local prevInfo
local prevWarn
local prevError
local prevGroup
local prevGroupCollapsed
local prevGroupEnd

local disabledLog = function() end

local exports = {}


Prompt:
--[[
	ControlModule - This ModuleScript implements a singleton class to manage the
	selection, activation, and deactivation of the current character movement controller.
	This script binds to RenderStepped at Input priority and calls the Update() methods
	on the active controller instances.

	The character controller ModuleScripts implement classes which are instantiated and
	activated as-needed, they are no longer all instantiated up front as they were in
	the previous generation of PlayerScripts.

	2018 PlayerScripts Update - AllYourBlox
--]]

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


Prompt:
--				if Zdir < 0 then -- Get closest 45 degree angle. Diagonal.
--					Zdag = -RAYLength
--				else
--					Zdag = RAYLength
--				end
--				if Xdir < 0 then
--					Xdag = -RAYLength
--				else
--					Xdag = RAYLength
--				end

Response:
				if math.abs(Xdir) > math.abs(Zdir) then  -- Ordinal.
					if Xdir < 0 then
						Xdir = -RAYLength
						-- convert to our direction indicator.
					else
						Xdir = RAYLength
					end
					Zdag = Xdir -- Diagonal Right.
					Xdag = Xdir
					Zdir = 0
				else   -- abs
					if Zdir < 0 then
						Zdir = -RAYLength
					else
						Zdir = RAYLength
					end
					Zdag = Zdir
					Xdag = -Zdir
					Xdir = 0
				end  -- abs
end -- GetDir

while AItorso do -- while I still have a body; search.
torsoPos = AItorso.Position
local targ = Workspace.Terrain  -- Temp targ
local Distance =(torsoPos - OldPos).magnitude -- Distance traveled, since last loop


Prompt:
--[[
	APICharacterState

	Description: This simple API is to get the character state instance of your local player.
	The character state is an object that stores some flags that determine if your player is crouched, aiming, shooting, or sprinting.
	These flags are vital for state machines that need to make sure the character enters a state without conflicting with specifc flags.
]]

Response: local APICharacterState = {}


Prompt:
-- ScreenSpace -> WorldSpace. Taking a screen height, and a depth to put an object
-- at, and returning a size of how big that object has to be to appear that size
-- at that depth.

Response:
function ScreenSpace.ScreenToWorldByHeightDepth(x, y, screenHeight, depth)
	local aspectRatio = ScreenSpace.AspectRatio()
	local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2)
	local wfactor = aspectRatio*hfactor
	local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY()
	--
	local worldHeight = -(screenHeight/sy) * 2 * hfactor * depth
	--
	local xf, yf = x/sx*2 - 1, y/sy*2 - 1
	local xpos = xf * -wfactor * depth
	local ypos = yf *  hfactor * depth
	--
	return Vector3.new(xpos, ypos, depth), worldHeight
end


Prompt: -- regeneration

Response:
while true do
	local s = wait(0.01)
	local health = Humanoid.Health
	if health > 0 and health < Humanoid.MaxHealth then
		health = health + 0.1 * s * Humanoid.MaxHealth
		if health * 1.05 < Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end


Prompt: -- Main LEDs

Response:
function AlarmFlash()
	if aflash then return end
	aflash = true
	while alarmpiezo do
		trans.AlarmLED.BrickColor = BrickColor.new("Really red")
		wait(0.1)
		trans.AlarmLED.BrickColor = BrickColor.new("Mid gray")
		wait(0.1)
	end
	aflash = false
	if #system.ActiveAlarms:GetChildren() > 0 then trans.AlarmLED.BrickColor = BrickColor.new("Really red") end
end

function TroFlash()
	if tflash then return end
	tflash = true
	while tropiezo do
		trans.TroubleLED.BrickColor = BrickColor.new("Deep orange")
		wait(0.1)
		trans.TroubleLED.BrickColor = BrickColor.new("Mid gray")
		wait(0.1)
	end
	tflash = false
	if #system.Troubles:GetChildren() > 0 then trans.TroubleLED.BrickColor = BrickColor.new("Deep orange") end
end

function ResetLED()
	if system.Reset.Value == false then return end
	trans.Sounder.T3.Disabled = true
	trans.Sounder.TR.Disabled = true
	alarmpiezo = false
	tropiezo = false
	while system.Reset.Value == true do
	trans.AlarmLED.BrickColor = BrickColor.new("Really red")
	trans.TroubleLED.BrickColor = BrickColor.new("Deep orange")
	trans.SilencedLED.BrickColor = BrickColor.new("Deep orange")
		wait()
	end
	trans.AlarmLED.BrickColor = BrickColor.new("Mid gray")
	trans.TroubleLED.BrickColor = BrickColor.new("Mid gray")
	trans.SilencedLED.BrickColor = BrickColor.new("Mid gray")
	CheckForAlarmAck()
	CheckForTroAck()
end

system.Reset.Changed:connect(ResetLED)

function CheckForAlarmAck()
	local af = system.ActiveAlarms:GetChildren()
	local aack = true
	for i = 1, #af do
		if af[i]:findFirstChild("Ack")==nil then aack = false end
	end
	if aack then
		alarmpiezo = false
	else
		alarmpiezo = true
	end
	if alarmpiezo then
		trans.Sounder.T3.Disabled = false
		trans.Sounder.TR.Disabled = true
	elseif tropiezo then
		trans.Sounder.T3.Disabled = true
		trans.Sounder.TR.Disabled = false
	elseif alarmpiezo == false and tropiezo == false then
		trans.Sounder.T3.Disabled = true
		trans.Sounder.TR.Disabled = true
	end
	AlarmFlash()
	TroFlash()
end

function CheckForTroAck()
	local tf = system.Troubles:GetChildren()
	local tack = true
	for i = 1, #tf do
		if tf[i]:findFirstChild("Ack")==nil then tack = false end
	end
	if tack then
		tropiezo = false
	else
		tropiezo = true
	end
	if alarmpiezo then
		trans.Sounder.T3.Disabled = false
		trans.Sounder.TR.Disabled = true
	elseif tropiezo then
		trans.Sounder.T3.Disabled = true
		trans.Sounder.TR.Disabled = false
	elseif alarmpiezo == false and tropiezo == false then
		trans.Sounder.T3.Disabled = true
		trans.Sounder.TR.Disabled = true
	end
	AlarmFlash()
	TroFlash()
	if #tf==0 then trans.TroubleLED.BrickColor = BrickColor.new("Mid gray") end
end

function NewAlarm(na)
	alarmpiezo = true
	na.ChildAdded:connect(function() CheckForAlarmAck() end)
	if alarmpiezo then
		trans.Sounder.T3.Disabled = false
		trans.Sounder.TR.Disabled = true
	elseif tropiezo then
		trans.Sounder.T3.Disabled = true
		trans.Sounder.TR.Disabled = false
	elseif alarmpiezo == false and tropiezo == false then
		trans.Sounder.T3.Disabled = true
		trans.Sounder.TR.Disabled = true
	end
	AlarmFlash()
	TroFlash()
end

system.ActiveAlarms.ChildAdded:connect(NewAlarm)

system.ActiveAlarms.ChildRemoved:connect(CheckForAlarmAck)

function NewTrouble(nt)
	tropiezo = true
	nt.ChildAdded:connect(function() CheckForTroAck() end)
	if alarmpiezo then
		trans.Sounder.T3.Disabled = false
		trans.Sounder.TR.Disabled = true
	elseif tropiezo then
		trans.Sounder.T3.Disabled = true
		trans.Sounder.TR.Disabled = false
	elseif alarmpiezo == false and tropiezo == false then
		trans.Sounder.T3.Disabled = true
		trans.Sounder.TR.Disabled = true
	end
	AlarmFlash()
	TroFlash()
end

system.Troubles.ChildAdded:connect(NewTrouble)

system.Troubles.ChildRemoved:connect(CheckForTroAck)

system.Silence.Changed:connect(function()
	if system.Silence.Value == true then
		trans.SilencedLED.BrickColor = BrickColor.new("Deep orange")
	else
		trans.SilencedLED.BrickColor = BrickColor.new("Mid gray")
	end
end)


Prompt: --Char stats stuffs

Response:
local charStats = char.CharStats
local downedVal = charStats.Downed
local mouseHoverObjectVal = charStats.MouseHoverObject
local holdingInputVal = mouseHoverObjectVal.HoldingInput
local equippedGunIndexVal = charStats.EquippedGunIndex


Prompt: --("IsAPlayer")

Response: if pl.PlayerGui:findFirstChild("VehicleGui")~=nil then