Prompt:
--[[

	Native:

		tween = Tween.FromService(instance, tweenInfo, properties)

		See Wiki page on Tween object for methods and such

	Custom:

		tween = Tween.new(tweenInfo, callbackFunction)

		tween.TweenInfo
		tween.Callback
		tween.PlaybackState

		tween:Play()
		tween:Pause()
		tween:Cancel()

		tween.Completed(playbackState)
		tween.PlaybackStateChanged(playbackState)

	Custom Example:

		tween = Tween.new(TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, true, 0), function(n)
			print(n)
		end)

		tween:Play()
		tween.Completed:Wait()

--]]

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

Tween.Easing = require(script:WaitForChild("Easing"))

function Tween.new(tweenInfo, callback)

	do
		-- Verify callback is function:
		assert(typeof(callback) == "function", "Callback argument must be a function")

		-- Verify tweenInfo:
		local typeOfTweenInfo = typeof(tweenInfo)
		assert(typeOfTweenInfo == "TweenInfo" or typeOfTweenInfo == "table", "TweenInfo must be of type TweenInfo or table")

		-- Defaults:
		if (typeOfTweenInfo == "table") then
			if (tweenInfo.Time == nil) then tweenInfo.Time = 1 end
			if (tweenInfo.EasingStyle == nil) then tweenInfo.EasingStyle = Enum.EasingStyle.Quad end
			if (tweenInfo.EasingDirection == nil) then tweenInfo.EasingDirection = Enum.EasingDirection.Out end
			if (tweenInfo.RepeatCount == nil) then tweenInfo.RepeatCount = 0 end
			if (tweenInfo.Reverses == nil) then tweenInfo.Reverses = false end
			if (tweenInfo.DelayTime == nil) then tweenInfo.DelayTime = 0 end
		end

	end

	local completed = Instance.new("BindableEvent")
	local playbackStateChanged = Instance.new("BindableEvent")

	local self = setmetatable({

		TweenInfo = tweenInfo;
		Callback = callback;
		PlaybackState = Enum.PlaybackState.Begin;
		Completed = completed.Event;
		PlaybackStateChanged = playbackStateChanged.Event;

		_id = "tween_" .. game:GetService("HttpService"):GenerateGUID(false);
		_playing = false;
		_paused = false;
		_completed = completed;
		_playbackStateChanged = playbackStateChanged;
		_elapsedTime = 0;
		_repeated = 0;
		_reversing = false;
		_elapsedDelayTime = 0;

	}, Tween)

	return self

end

function Tween:ResetState()
	self._playing = false
	self._paused = false
	self._elapsedTime = 0
	self._repeated = 0
	self._reversing = false
	self._elapsedDelayTime = 0
end

function Tween:SetPlaybackState(state)
	local lastState = self.PlaybackState
	self.PlaybackState = state
	if (state ~= lastState) then
		self._playbackStateChanged:Fire(state)
	end
end

function Tween:Play()

	if (self._playing and not self._paused) then return end
	self._playing = true
	self._paused = false

	-- Resolve easing function:
	local easingFunc
	if (typeof(self.TweenInfo) == "TweenInfo") then
		easingFunc = Tween.Easing[self.TweenInfo.EasingDirection.Name][self.TweenInfo.EasingStyle.Name]
	else
		local dir, style
		dir = typeof(self.TweenInfo.EasingDirection) == "EnumItem" and self.TweenInfo.EasingDirection.Name or self.TweenInfo.EasingDirection
		style = typeof(self.TweenInfo.EasingStyle) == "EnumItem" and self.TweenInfo.EasingStyle.Name or self.TweenInfo.EasingStyle
		easingFunc = Tween.Easing[dir][style]
		if (not self.TweenInfo.RepeatCount) then
			self.TweenInfo.RepeatCount = 0
		end
	end

	local tick = tick

	local elapsed = self._elapsedTime
	local duration = self.TweenInfo.Time
	local last = tick()
	local callback = self.Callback
	local reverses = self.TweenInfo.Reverses

	local elapsedDelay = self._elapsedDelayTime
	local durationDelay = self.TweenInfo.DelayTime

	local reversing = self._reversing

	local function OnCompleted()
		callback(easingFunc(duration, 0, 1, duration))
		game:GetService("RunService"):UnbindFromRenderStep(self._id)
		self.PlaybackState = Enum.PlaybackState.Completed
		self._completed:Fire(self.PlaybackState)
		self:ResetState()
	end

	local function IsDelayed(dt)
		if (elapsedDelay >= durationDelay) then return false end
		elapsedDelay = (elapsedDelay + dt)
		self._elapsedDelayTime = elapsedDelay
		if (elapsedDelay < durationDelay) then
			self:SetPlaybackState(Enum.PlaybackState.Delayed)
		else
			self:SetPlaybackState(Enum.PlaybackState.Playing)
		end
		return (elapsedDelay < durationDelay)
	end

	-- Tween:
	game:GetService("RunService"):BindToRenderStep(self._id, Enum.RenderPriority.Camera.Value - 1, function()
		local now = tick()
		local dt = (now - last)
		last = now
		if (IsDelayed(dt)) then return end
		elapsed = (elapsed + dt)
		self._elapsedTime = elapsed
		local notDone = (elapsed < duration)
		if (notDone) then
			if (reversing) then
				callback(easingFunc(elapsed, 1, -1, duration))
			else
				callback(easingFunc(elapsed, 0, 1, duration))
			end
		else
			if ((self._repeated < self.TweenInfo.RepeatCount) or reversing) then
				if (reverses) then
					reversing = (not reversing)
					self._reversing = reversing
				end
				if ((not reverses) or (reversing)) then
					self._repeated = (self._repeated + 1)
				end
				if (not reversing) then
					self._elapsedDelayTime = 0
					elapsedDelay = 0
				end
				self._elapsedTime = 0
				elapsed = 0
			else
				OnCompleted()
			end
		end
	end)

end

function Tween:Pause()
	if ((not self._playing) or (self._paused)) then return end
	self._paused = true
	self:SetPlaybackState(Enum.PlaybackState.Paused)
	game:GetService("RunService"):UnbindFromRenderStep(self._id)
end

function Tween:Cancel()
	if (not self._playing) then return end
	game:GetService("RunService"):UnbindFromRenderStep(self._id)
	self:ResetState()
	self:SetPlaybackState(Enum.PlaybackState.Cancelled)
	self._completed:Fire(self.PlaybackState)
end

function Tween.fromService(...)
	return game:GetService("TweenService"):Create(...)
end

Tween.FromService = Tween.fromService
Tween.New = Tween.new

return Tween


Prompt:
------------------------------------------------------------------------
-- creates and sets a nil object
-- * used only in luaK:exp2RK()
------------------------------------------------------------------------

Response:
function luaK:nilK(fs)
  local k, v = {}, {}  -- TValue
  self:setnilvalue(v)
  -- cannot use nil as key; instead use table itself to represent nil
  self:sethvalue(k, fs.h)
  return self:addk(fs, k, v)
end


Response:
function onRunning(speed)
	if speed>0.01 then
		playAnimation("walk", 0.1, Humanoid)
		pose = "Running"
	else
		playAnimation("idle", 0.1, Humanoid)
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / 12.0)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function getTool()
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == "Tool" then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

function animateTool()

	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid)
		return
	end
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder:SetDesiredAngle(3.14 /2)
	LeftShoulder:SetDesiredAngle(-3.14 /2)
	RightHip:SetDesiredAngle(3.14 /2)
	LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 10		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 800		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 3000		--		Use sliders to manipulate values
	Tune.Redline		= 6000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6000
	Tune.PeakSharpness	= 2
	Tune.CurveMult		= .2

	--Incline Compensation
	Tune.InclineComp	= 1.5		-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 450		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 150		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 0			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)


Prompt: --[[Weight and CG]]

Response:
	Tune.Weight			= 1240		-- 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: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= 2
	Tune.RCamber		= 2.5
	Tune.FCaster		= 0
	Tune.FToe			= 0
	Tune.RToe			= 0


Response:
function DoorClose()
	if Shaft00.MetalDoor.CanCollide == false then
		Shaft00.MetalDoor.CanCollide = true
		while Shaft00.MetalDoor.Transparency > 0.0 do
			Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)	--Change 10 to change the speed.
	end
	if Shaft01.MetalDoor.CanCollide == false then
		Shaft01.MetalDoor.CanCollide = true
		while Shaft01.MetalDoor.Transparency > 0.0 do
			Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
	end
	if Shaft02.MetalDoor.CanCollide == false then
		Shaft02.MetalDoor.CanCollide = true
		while Shaft02.MetalDoor.Transparency > 0.0 do
			Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
	end
	if Shaft03.MetalDoor.CanCollide == false then
		Shaft03.MetalDoor.CanCollide = true
		while Shaft03.MetalDoor.Transparency > 0.0 do
			Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
	end
	if Shaft04.MetalDoor.CanCollide == false then
		Shaft04.MetalDoor.CanCollide = true
		while Shaft04.MetalDoor.Transparency > 0.0 do
			Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
	end
	if Shaft05.MetalDoor.CanCollide == false then
		Shaft05.MetalDoor.CanCollide = true
		while Shaft05.MetalDoor.Transparency > 0.0 do
			Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
	end
	if Shaft06.MetalDoor.CanCollide == false then
		Shaft06.MetalDoor.CanCollide = true
		while Shaft06.MetalDoor.Transparency > 0.0 do
			Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1
			wait(0.000001)
		end

	end
	if Shaft07.MetalDoor.CanCollide == false then
		Shaft07.MetalDoor.CanCollide = true
		while Shaft07.MetalDoor.Transparency > 0.0 do
			Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
	end
	if Shaft08.MetalDoor.CanCollide == false then
		Shaft08.MetalDoor.CanCollide = true
		while Shaft08.MetalDoor.Transparency > 0.0 do
			Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
	end
	if Shaft09.MetalDoor.CanCollide == false then
		Shaft09.MetalDoor.CanCollide = true
		while Shaft09.MetalDoor.Transparency > 0.0 do
			Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
	end
	if Shaft10.MetalDoor.CanCollide == false then
		Shaft10.MetalDoor.CanCollide = true
		while Shaft10.MetalDoor.Transparency > 0.0 do
			Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
	end
	if Shaft11.MetalDoor.CanCollide == false then
		Shaft11.MetalDoor.CanCollide = true
		while Shaft11.MetalDoor.Transparency > 0.0 do
			Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
	end
	if Shaft12.MetalDoor.CanCollide == false then
		Shaft12.MetalDoor.CanCollide = true
		while Shaft12.MetalDoor.Transparency > 0.0 do
			Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
	end
	if Shaft13.MetalDoor.CanCollide == false then
		Shaft13.MetalDoor.CanCollide = true
		while Shaft13.MetalDoor.Transparency > 0.0 do
			Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1
			wait(0.000001)
		end
		Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
	end
end

function onClicked()
DoorClose()

end

script.Parent.MouseButton1Click:connect(onClicked)

script.Parent.MouseButton1Click:connect(function()
	if clicker == true
		then clicker = false
	else
		return

	end
end)

script.Parent.MouseButton1Click:connect(function()
Car.Touched:connect(function(otherPart)
	if otherPart == Elevator.Floors.F07
		then StopE() DoorOpen()
	end
end)end)

function StopE()
 Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
 Car.BodyPosition.position = Elevator.Floors.F07.Position
	clicker = true
end

function DoorOpen()
	while Shaft06.MetalDoor.Transparency < 1.0 do
	Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency + .1
	wait(0.000001)
	end
	Shaft06.MetalDoor.CanCollide = false
end


Prompt: --sort by keys

Response:
newTable.xsort = function(tbl, sort)
	local keys = newTable.keys(tbl)

	table.sort(keys, sort)

	return function()
		if #keys == 0 then
			return nil
		end

		local nextValue = table.remove(keys, 1)

		return nextValue, tbl[nextValue]
	end
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)
	return plrData.Classes.Base.Smasher.NoHumor.Value == true
end


Prompt: --Unequip a title for a player

Response:
function functions.UnequipTitle(plr: Player)

	local plrStats = plr.leaderstats
	local plrEquippedTitle = plrStats.EquippedTitle

	if plrEquippedTitle.Value ~= "" then

		local char = plr.Character
		if char.HumanoidRootPart:FindFirstChild("TITLE BILLBOARD GUI") then
			char.HumanoidRootPart["TITLE BILLBOARD GUI"]:Destroy()
		end

		plrEquippedTitle.Value = ""
	end
end


Prompt:
------------------------------------------------------------------------
--
-- * used in luaK:infix()
------------------------------------------------------------------------

Response:
function luaK:goiffalse(fs, e)
  local pc  -- pc of last jump
  self:dischargevars(fs, e)
  local k = e.k
  if k == "VNIL" or k == "VFALSE"then
    pc = self.NO_JUMP  -- always false; do nothing
  elseif k == "VTRUE" then
    pc = self:jump(fs)  -- always jump
  elseif k == "VJMP" then
    pc = e.info
  else
    pc = self:jumponcond(fs, e, true)
  end
  e.t = self:concat(fs, e.t, pc)  -- insert last jump in `t' list
  self:patchtohere(fs, e.f)
  e.f = self.NO_JUMP
end


Response:
local pos1 = Danger.Position.X
local pos2 = Danger.Position.Y
local pos3 = Danger.Position.Z


Prompt: --[[[Default Controls]]

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

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

	--Control Mapping
	Tune.Controls = {

	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				=  Enum.KeyCode.ButtonR2				,
		ToggleABS				=  Enum.KeyCode.ButtonR2						,
		ToggleTransMode			= Enum.KeyCode.M					,
		ToggleMouseDrive		= Enum.KeyCode.ButtonR2				,

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

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

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

		--Handbrake
		PBrake					= Enum.KeyCode.P					,

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

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


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

Response:
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)

game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "12"


Prompt: --local gridlayout = frame:WaitForChild("UIGridLayout")


Response:
local line_verbs = {
	CR = 0, LF = 1, CRLF = 2, ANYRLF = 3, ANY = 4, NUL = 5,
};
local function is_newline(str_arr, i, verb_flags)
	local line_verb_n = verb_flags.newline;
	local chr = str_arr[i];
	if line_verb_n == 0 then
		-- carriage return
		return chr == 0x0D;
	elseif line_verb_n == 2 then
		-- carriage return followed by line feed
		return chr == 0x0A and str_arr[i - 1] == 0x20;
	elseif line_verb_n == 3 then
		-- any of the above
		return chr == 0x0A or chr == 0x0D;
	elseif line_verb_n == 4 then
		-- any of Unicode newlines
		return chr == 0x0A or chr == 0x0B or chr == 0x0C or chr == 0x0D or chr == 0x85 or chr == 0x2028 or chr == 0x2029;
	elseif line_verb_n == 5 then
		-- null
		return chr == 0;
	end;
	-- linefeed
	return chr == 0x0A;
end;

local function tkn_char_match(tkn_part, str_arr, i, flags, verb_flags)
	local chr = str_arr[i];
	if not chr then
		return false;
	elseif flags.ignoreCase and chr >= 0x61 and chr <= 0x7A then
		chr -= 0x20;
	end;
	if type(tkn_part) == "number" then
		return tkn_part == chr;
	elseif tkn_part[1] == "charset" then
		for _, v in ipairs(tkn_part[3]) do
			if tkn_char_match(v, str_arr, i, flags, verb_flags) then
				return not tkn_part[2];
			end;
		end;
		return tkn_part[2];
	elseif tkn_part[1] == "range" then
		return chr >= tkn_part[2] and chr <= tkn_part[3] or flags.ignoreCase and chr >= 0x41 and chr <= 0x5A and (chr + 0x20) >= tkn_part[2] and (chr + 0x20) <= tkn_part[3];
	elseif tkn_part[1] == "class" then
		local char_class = tkn_part[2];
		local negate = tkn_part[3];
		local match = false;
		-- if and elseifs :(
		-- Might make these into tables in the future
		if char_class == "xdigit" then
			match = chr >= 0x30 and chr <= 0x39 or chr >= 0x41 and chr <= 0x46 or chr >= 0x61 and chr <= 0x66;
		elseif char_class == "ascii" then
			match = chr <= 0x7F;
		-- cannot be accessed through POSIX classes
		elseif char_class == "vertical_tab" then
			match = chr >= 0x0A and chr <= 0x0D or chr == 0x2028 or chr == 0x2029;
		--
		elseif flags.unicode then
			local current_category = u_categories[chr] or 'Cn';
			local first_category = current_category:sub(1, 1);
			if char_class == "alnum" then
				match = first_category == 'L' or current_category == 'Nl' or current_category == 'Nd';
			elseif char_class == "alpha" then
				match = first_category == 'L' or current_category == 'Nl';
			elseif char_class == "blank" then
				match = current_category == 'Zs' or chr == 0x09;
			elseif char_class == "cntrl" then
				match = current_category == 'Cc';
			elseif char_class == "digit" then
				match = current_category == 'Nd';
			elseif char_class == "graph" then
				match = first_category ~= 'P' and first_category ~= 'C';
			elseif char_class == "lower" then
				match = current_category == 'Ll';
			elseif char_class == "print" then
				match = first_category ~= 'C';
			elseif char_class == "punct" then
				match = first_category == 'P';
			elseif char_class == "space" then
				match = first_category == 'Z' or chr >= 0x09 and chr <= 0x0D;
			elseif char_class == "upper" then
				match = current_category == 'Lu';
			elseif char_class == "word" then
				match = first_category == 'L' or current_category == 'Nl' or current_category == 'Nd' or current_category == 'Pc';
			end;
		elseif char_class == "alnum" then
			match = chr >= 0x30 and chr <= 0x39 or chr >= 0x41 and chr <= 0x5A or chr >= 0x61 and chr <= 0x7A;
		elseif char_class == "alpha" then
			match = chr >= 0x41 and chr <= 0x5A or chr >= 0x61 and chr <= 0x7A;
		elseif char_class == "blank" then
			match = chr == 0x09 or chr == 0x20;
		elseif char_class == "cntrl" then
			match = chr <= 0x1F or chr == 0x7F;
		elseif char_class == "digit" then
			match = chr >= 0x30 and chr <= 0x39;
		elseif char_class == "graph" then
			match = chr >= 0x21 and chr <= 0x7E;
		elseif char_class == "lower" then
			match = chr >= 0x61 and chr <= 0x7A;
		elseif char_class == "print" then
			match = chr >= 0x20 and chr <= 0x7E;
		elseif char_class == "punct" then
			match = class_ascii_punct[chr];
		elseif char_class == "space" then
			match = chr >= 0x09 and chr <= 0x0D or chr == 0x20;
		elseif char_class == "upper" then
			match = chr >= 0x41 and chr <= 0x5A;
		elseif char_class == "word" then
			match = chr >= 0x30 and chr <= 0x39 or chr >= 0x41 and chr <= 0x5A or chr >= 0x61 and chr <= 0x7A or chr == 0x5F;
		end;
		if negate then
			return not match;
		end;
		return match;
	elseif tkn_part[1] == "category" then
		local chr_category = u_categories[chr] or 'Cn';
		local category_v = tkn_part[3];
		local category_len = #category_v;
		if category_len == 3 then
			local match = false;
			if category_v == "Xan" or category_v == "Xwd" then
				match = chr_category:find("^[LN]") or category_v == "Xwd" and chr == 0x5F;
			elseif category_v == "Xps" or category_v == "Xsp" then
				match = chr_category:sub(1, 1) == 'Z' or chr >= 0x09 and chr <= 0x0D;
			elseif category_v == "Xuc" then
				match = tkn_char_match(xuc_chr, str_arr, i, flags, verb_flags);
			end;
			if tkn_part[2] then
				return not match;
			end
			return match;
		elseif chr_category:sub(1, category_len) == category_v then
			return not tkn_part[2];
		end;
		return tkn_part[2];
	elseif tkn_part[1] == 0x2E then
		return flags.dotAll or not is_newline(str_arr, i, verb_flags);
	elseif tkn_part[1] == 0x4E then
		return not is_newline(str_arr, i, verb_flags);
	elseif tkn_part[1] == 0x52 then
		if verb_flags.newline_seq == 0 then
			-- CR, LF or CRLF
			return chr == 0x0A or chr == 0x0D;
		end;
		-- any unicode newline
		return chr == 0x0A or chr == 0x0B or chr == 0x0C or chr == 0x0D or chr == 0x85 or chr == 0x2028 or chr == 0x2029;
	end;
	return false;
end;

local function find_alternation(token, i, count)
	while true do
		local v = token[i];
		local is_table = type(v) == "table";
		if v == alternation then
			return i, count;
		elseif is_table and v[1] == 0x28 then
			if count then
				count += v.count;
			end;
			i = v[3];
		elseif is_table and v[1] == "quantifier" and type(v[5]) == "table" and v[5][1] == 0x28 then
			if count then
				count += v[5].count;
			end;
			i = v[5][3];
		elseif not v or is_table and v[1] == 0x29 then
			return nil, count;
		elseif count then
			if is_table and v[1] == "quantifier" then
				count += v[3];
			else
				count += 1;
			end;
		end;
		i += 1;
	end;
end;

local function re_rawfind(token, str_arr, init, flags, verb_flags, as_bool)
	local tkn_i, str_i, start_i = 0, init, init;
	local states = { };
	while tkn_i do
		if tkn_i == 0 then
			tkn_i += 1;
			local next_alt = find_alternation(token, tkn_i);
			if next_alt then
				table.insert(states, 1, { "alternation", next_alt, str_i });
			end;
			continue;
		end;
		local ctkn = token[tkn_i];
		local tkn_type = type(ctkn) == "table" and ctkn[1];
		if not ctkn then
			break;
		elseif ctkn == "ACCEPT" then
			local not_lookaround = true;
			local close_i = tkn_i;
			repeat
				close_i += 1;
				local is_table = type(token[close_i]) == "table";
				local close_i_tkn = token[close_i];
				if is_table and (close_i_tkn[1] == 0x28 or close_i_tkn[1] == "quantifier" and type(close_i_tkn[5]) == "table" and close_i_tkn[5][1] == 0x28) then
					close_i = close_i_tkn[1] == "quantifier" and close_i_tkn[5][3] or close_i_tkn[3];
				elseif is_table and close_i_tkn[1] == 0x29 and (close_i_tkn[4] == 0x21 or close_i_tkn[4] == 0x3D) then
					not_lookaround = false;
					tkn_i = close_i;
					break;
				end;
			until not close_i_tkn;
			if not_lookaround then
				break;
			end;
		elseif ctkn == "PRUNE" or ctkn == "SKIP" then
			table.insert(states, 1, { ctkn, str_i });
			tkn_i += 1;
		elseif tkn_type == 0x28 then
			table.insert(states, 1, { "group", tkn_i, str_i, nil, ctkn[2], ctkn[3], ctkn[4] });
			tkn_i += 1;
			local next_alt, count = find_alternation(token, tkn_i, (ctkn[4] == 0x21 or ctkn[4] == 0x3D) and ctkn[5] and 0);
			if next_alt then
				table.insert(states, 1, { "alternation", next_alt, str_i });
			end;
			if count then
				str_i -= count;
			end;
		elseif tkn_type == 0x29 and ctkn[4] ~= 0x21 then
			if ctkn[4] == 0x21 or ctkn[4] == 0x3D then
				while true do
					local selected_match_start;
					local selected_state = table.remove(states, 1);
					if selected_state[1] == "group" and selected_state[2] == ctkn[3] then
						if (ctkn[4] == 0x21 or ctkn[4] == 0x3D) and not ctkn[5] then
							str_i = selected_state[3];
						end;
						if selected_match_start then
							table.insert(states, 1, selected_match_start);
						end;
						break;
					elseif selected_state[1] == "matchStart" and not selected_match_start and ctkn[4] == 0x3D then
						selected_match_start = selected_state;
					end;
				end;
			elseif ctkn[4] == 0x3E then
				repeat
					local selected_state = table.remove(states, 1);
				until not selected_state or selected_state[1] == "group" and selected_state[2] == ctkn[3];
			else
				for i, v in ipairs(states) do
					if v[1] == "group" and v[2] == ctkn[3] then
						if v.jmp then
							-- recursive match
							tkn_i = v.jmp;
						end;
						v[4] = str_i;
						if v[7] == "quantifier" and v[10] + 1 < v[9] then
							if token[ctkn[3]][4] ~= "lazy" or v[10] + 1 < v[8] then
								tkn_i = ctkn[3];
							end;
							local ctkn1 = token[ctkn[3]];
							local new_group = { "group", v[2], str_i, nil, ctkn1[5][2], ctkn1[5][3], "quantifier", ctkn1[2], ctkn1[3], v[10] + 1, v[11], ctkn1[4] };
							table.insert(states, 1, new_group);
							if v[11] then
								table.insert(states, 1, { "alternation", v[11], str_i });
							end;
						end;
						break;
					end;
				end;
			end;
			tkn_i += 1;
		elseif tkn_type == 0x4B then
			table.insert(states, 1, { "matchStart", str_i });
			tkn_i += 1;
		elseif tkn_type == 0x7C then
			local close_i = tkn_i;
			repeat
				close_i += 1;
				local is_table = type(token[close_i]) == "table";
				local close_i_tkn = token[close_i];
				if is_table and (close_i_tkn[1] == 0x28 or close_i_tkn[1] == "quantifier" and type(close_i_tkn[5]) == "table" and close_i_tkn[5][1] == 0x28) then
					close_i = close_i_tkn[1] == "quantifier" and close_i_tkn[5][3] or close_i_tkn[3];
				end;
			until is_table and close_i_tkn[1] == 0x29 or not close_i_tkn;
			if token[close_i] then
				for _, v in ipairs(states) do
					if v[1] == "group" and v[6] == close_i then
						tkn_i = v[6];
						break;
					end;
				end;
			else
				tkn_i = close_i;
			end;
		elseif tkn_type == "recurmatch" then
			table.insert(states, 1, { "group", ctkn[3], str_i, nil, nil, token[ctkn[3]][3], nil, jmp = tkn_i });
			tkn_i = ctkn[3] + 1;
			local next_alt, count = find_alternation(token, tkn_i);
			if next_alt then
				table.insert(states, 1, { "alternation", next_alt, str_i });
			end;
		else
			local match;
			if ctkn == "FAIL" then
				match = false;
			elseif tkn_type == 0x29 then
				repeat
					local selected_state = table.remove(states, 1);
				until selected_state[1] == "group" and selected_state[2] == ctkn[3];
			elseif tkn_type == "quantifier" then
				if type(ctkn[5]) == "table" and ctkn[5][1] == 0x28 then
					local next_alt = find_alternation(token, tkn_i + 1);
					if next_alt then
						table.insert(states, 1, { "alternation", next_alt, str_i });
					end;
					table.insert(states, next_alt and 2 or 1, { "group", tkn_i, str_i, nil, ctkn[5][2], ctkn[5][3], "quantifier", ctkn[2], ctkn[3], 0, next_alt, ctkn[4] });
					if ctkn[4] == "lazy" and ctkn[2] == 0 then
						tkn_i = ctkn[5][3];
					end;
					match = true;
				else
					local start_i, end_i;
					local pattern_count = 1;
					local is_backref = type(ctkn[5]) == "table" and ctkn[5][1] == "backref";
					if is_backref then
						pattern_count = 0;
						local group_n = ctkn[5][2];
						for _, v in ipairs(states) do
							if v[1] == "group" and v[5] == group_n then
								start_i, end_i = v[3], v[4];
								pattern_count = end_i - start_i;
								break;
							end;
						end;
					end;
					local min_max_i = str_i + ctkn[2] * pattern_count;
					local mcount = 0;
					while mcount < ctkn[3] do
						if is_backref then
							if start_i and end_i then
								local org_i = str_i;
								if utf8_sub(str_arr.s, start_i, end_i) ~= utf8_sub(str_arr.s, org_i, str_i + pattern_count) then
									break;
								end;
							else
								break;
							end;
						elseif not tkn_char_match(ctkn[5], str_arr, str_i, flags, verb_flags) then
							break;
						end;
						str_i += pattern_count;
						mcount += 1;
					end;
					match = mcount >= ctkn[2];
					if match and ctkn[4] ~= "possessive" then
						if ctkn[4] == "lazy" then
							min_max_i, str_i = str_i, min_max_i;
						end;
						table.insert(states, 1, { "quantifier", tkn_i, str_i, math.min(min_max_i, str_arr.n + 1), (ctkn[4] == "lazy" and 1 or -1) * pattern_count });
					end;
				end;
			elseif tkn_type == "backref" then
				local start_i, end_i;
				local group_n = ctkn[2];
				for _, v in ipairs(states) do
					if v[1] == "group" and v[5] == group_n then
						start_i, end_i = v[3], v[4];
						break;
					end;
				end;
				if start_i and end_i then
					local org_i = str_i;
					str_i += end_i - start_i;
					match = utf8_sub(str_arr.s, start_i, end_i) == utf8_sub(str_arr.s, org_i, str_i);
				end;
			else
				local chr = str_arr[str_i];
				if tkn_type == 0x24 or tkn_type == 0x5A or tkn_type == 0x7A then
					match = str_i == str_arr.n + 1 or tkn_type == 0x24 and flags.multiline and is_newline(str_arr, str_i + 1, verb_flags) or tkn_type == 0x5A and str_i == str_arr.n and is_newline(str_arr, str_i, verb_flags);
				elseif tkn_type == 0x5E or tkn_type == 0x41 or tkn_type == 0x47 then
					match = str_i == 1 or tkn_type == 0x5E and flags.multiline and is_newline(str_arr, str_i - 1, verb_flags) or tkn_type == 0x47 and str_i == init;
				elseif tkn_type == 0x42 or tkn_type == 0x62 then
					local start_m = str_i == 1 or flags.multiline and is_newline(str_arr, str_i - 1, verb_flags);
					local end_m = str_i == str_arr.n + 1 or flags.multiline and is_newline(str_arr, str_i, verb_flags);
					local w_m = tkn_char_match(ctkn[2], str_arr[str_i - 1], flags) and 0 or tkn_char_match(ctkn[2], chr, flags) and 1;
					if w_m == 0 then
						match = end_m or not tkn_char_match(ctkn[2], chr, flags);
					elseif w_m then
						match = start_m or not tkn_char_match(ctkn[2], str_arr[str_i - 1], flags);
					end;
					if tkn_type == 0x42 then
						match = not match;
					end;
				else
					match = tkn_char_match(ctkn, str_arr, str_i, flags, verb_flags);
					str_i += 1;
				end;
			end;
			if not match then
				while true do
					local prev_type, prev_state = states[1] and states[1][1], states[1];
					if not prev_type or prev_type == "PRUNE" or prev_type == "SKIP" then
						if prev_type then
							table.clear(states);
						end;
						if start_i > str_arr.n then
							if as_bool then
								return false;
							end;
							return nil;
						end;
						start_i = prev_type == "SKIP" and prev_state[2] or start_i + 1;
						tkn_i, str_i = 0, start_i;
						break;
					elseif prev_type == "alternation" then
						tkn_i, str_i = prev_state[2], prev_state[3];
						local next_alt, count = find_alternation(token, tkn_i + 1);
						if next_alt then
							prev_state[2] = next_alt;
						else
							table.remove(states, 1);
						end;
						if count then
							str_i -= count;
						end;
						break;
					elseif prev_type == "group" then
						if prev_state[7] == "quantifier" then
							if prev_state[12] == "greedy" and prev_state[10] >= prev_state[8]
								or prev_state[12] == "lazy" and prev_state[10] < prev_state[9] and not prev_state[13] then
								tkn_i, str_i = prev_state[12] == "greedy" and prev_state[6] or prev_state[2], prev_state[3];
								if prev_state[12] == "greedy" then
									table.remove(states, 1);
									break;
								elseif prev_state[10] >= prev_state[8] then
									prev_state[13] = true;
									break;
								end;
							end;
						elseif prev_state[7] == 0x21 then
							table.remove(states, 1);
							tkn_i, str_i = prev_state[6], prev_state[3];
							break;
						end;
					elseif prev_type == "quantifier" then
						if math.sign(prev_state[4] - prev_state[3]) == math.sign(prev_state[5]) then
							prev_state[3] += prev_state[5];
							tkn_i, str_i = prev_state[2], prev_state[3];
							break;
						end;
					end;
					-- keep match out state and recursive state, can be safely removed
					-- prevents infinite loop
					table.remove(states, 1);
				end;
			end;
			tkn_i += 1;
		end;
	end;
	if as_bool then
		return true;
	end;
	local match_start_ran = false;
	local span = table.create(token.group_n);
	span[0], span.n = { start_i, str_i }, token.group_n;
	for _, v in ipairs(states) do
		if v[1] == "matchStart" and not match_start_ran then
			span[0][1], match_start_ran = v[2], true;
		elseif v[1] == "group" and v[5] and not span[v[5]] then
			span[v[5]] = { v[3], v[4] };
		end;
	end;
	return span;
end;


Prompt: --// States

Response:
local L_64_ = false
local L_65_ = false
local L_66_ = false
local L_67_ = false
local L_68_ = false
local L_69_ = true
local L_70_ = false
local L_71_ = false
local L_72_ = false
local L_73_ = false
local L_74_ = false
local L_75_ = false
local L_76_ = false
local L_77_ = false
local L_78_ = false
local L_79_ = false

local L_80_ = false
local L_81_ = false
local L_82_ = false

local L_83_ = false
local L_84_ = true
local L_85_ = true

local L_86_ = false

local L_87_
local L_88_

local L_89_
local L_90_
local L_91_

local L_92_ = L_24_.FireMode

local L_93_ = 0
local L_94_ = false
local L_95_ = true
local L_96_ = false

local L_97_ = 70


Prompt: --		if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end

Response:
	--Power Rear Wheels
		if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end

	--Determine Wheel Size
	local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end

	--Pre-Toggled PBrake
	for i,v in pairs(car.Wheels:GetChildren()) do if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then _PBrake=true end end


Prompt: -- the toggleables

Response:
local walkSpeed = 16
local aggroRange = 60
local stateData = {
["state"] = "Idle",
["targ"] = nil,
["lastOrder"] = 0,
}

local animController = char:WaitForChild("AnimationController")

local preAnims = {


Prompt: --returns the wielding player of this tool

Response:
function getPlayer()
	local char = Tool.Parent
	return game:GetService("Players"):GetPlayerFromCharacter(char)
end


Prompt:
--
-- TO HIDE MANUALLY:

Response: topHint.Delete.Disabled = false


Prompt:
-- Deprecated in favour of GetMessageModeTextButton
-- Retained for compatibility reasons.

Response:
function methods:GetMessageModeTextLabel()
	return self:GetMessageModeTextButton()
end

function methods:IsFocused()
	if self.UserHasChatOff then
		return false
	end

	return self:GetTextBox():IsFocused()
end

function methods:GetVisible()
	return self.GuiObject.Visible
end

function methods:CaptureFocus()
	if not self.UserHasChatOff then
		self:GetTextBox():CaptureFocus()
	end
end

function methods:ReleaseFocus(didRelease)
	self:GetTextBox():ReleaseFocus(didRelease)
end

function methods:ResetText()
	self:GetTextBox().Text = ""
end

function methods:SetText(text)
	self:GetTextBox().Text = text
end

function methods:GetEnabled()
	return self.GuiObject.Visible
end

function methods:SetEnabled(enabled)
	if self.UserHasChatOff then
		-- The chat bar can not be removed if a user has chat turned off so that
		-- the chat bar can display a message explaining that chat is turned off.
		self.GuiObject.Visible = true
	else
		self.GuiObject.Visible = enabled
	end
end

function methods:SetTextLabelText(text)
	if not self.UserHasChatOff then
		self.TextLabel.Text = text
	end
end

function methods:SetTextBoxText(text)
	self.TextBox.Text = text
end

function methods:GetTextBoxText()
	return self.TextBox.Text
end

function methods:ResetSize()
	self.TargetYSize = 0
	self:TweenToTargetYSize()
end

local function measureSize(textObj)
	return TextService:GetTextSize(
		textObj.Text,
		textObj.TextSize,
		textObj.Font,
		Vector2.new(textObj.AbsoluteSize.X, 10000)
	)
end

function methods:CalculateSize()
	if self.CalculatingSizeLock then
		return
	end
	self.CalculatingSizeLock = true

	local textSize = nil
	local bounds = nil

	if self:IsFocused() or self.TextBox.Text ~= "" then
		textSize = self.TextBox.TextSize
		bounds = measureSize(self.TextBox).Y
	else
		textSize = self.TextLabel.TextSize
		bounds = measureSize(self.TextLabel).Y
	end

	local newTargetYSize = bounds - textSize
	if (self.TargetYSize ~= newTargetYSize) then
		self.TargetYSize = newTargetYSize
		self:TweenToTargetYSize()
	end

	self.CalculatingSizeLock = false
end

function methods:TweenToTargetYSize()
	local endSize = UDim2.new(1, 0, 1, self.TargetYSize)
	local curSize = self.GuiObject.Size

	local curAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y
	self.GuiObject.Size = endSize
	local endAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y
	self.GuiObject.Size = curSize

	local pixelDistance = math.abs(endAbsoluteSizeY - curAbsoluteSizeY)
	local tweeningTime = math.min(1, (pixelDistance * (1 / self.TweenPixelsPerSecond))) -- pixelDistance * (seconds per pixels)

	local success = pcall(function() self.GuiObject:TweenSize(endSize, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweeningTime, true) end)
	if (not success) then
		self.GuiObject.Size = endSize
	end
end

function methods:SetTextSize(textSize)
	if not self:IsInCustomState() then
		if self.TextBox then
			self.TextBox.TextSize = textSize
		end
		if self.TextLabel then
			self.TextLabel.TextSize = textSize
		end
	end
end

function methods:GetDefaultChannelNameColor()
	if ChatSettings.DefaultChannelNameColor then
		return ChatSettings.DefaultChannelNameColor
	end
	return Color3.fromRGB(35, 76, 142)
end

function methods:SetChannelTarget(targetChannel)
	local messageModeTextButton = self.GuiObjects.MessageModeTextButton
	local textBox = self.TextBox
	local textLabel = self.TextLabel

	self.TargetChannel = targetChannel

	if not self:IsInCustomState() then
		if targetChannel ~= ChatSettings.GeneralChannelName then
			messageModeTextButton.Size = UDim2.new(0, 1000, 1, 0)
			local localizedTargetChannel = targetChannel
			if ChatLocalization.tryLocalize then
				localizedTargetChannel = ChatLocalization:tryLocalize(targetChannel)
			end
			messageModeTextButton.Text = string.format("[%s] ", localizedTargetChannel)

			local channelNameColor = self:GetChannelNameColor(targetChannel)
			if channelNameColor then
				messageModeTextButton.TextColor3 = channelNameColor
			else
				messageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor()
			end

			local xSize = messageModeTextButton.TextBounds.X
			messageModeTextButton.Size = UDim2.new(0, xSize, 1, 0)
			textBox.Size = UDim2.new(1, -xSize, 1, 0)
			textBox.Position = UDim2.new(0, xSize, 0, 0)
			textLabel.Size = UDim2.new(1, -xSize, 1, 0)
			textLabel.Position = UDim2.new(0, xSize, 0, 0)
		else
			messageModeTextButton.Text = ""
			messageModeTextButton.Size = UDim2.new(0, 0, 0, 0)
			textBox.Size = UDim2.new(1, 0, 1, 0)
			textBox.Position = UDim2.new(0, 0, 0, 0)
			textLabel.Size = UDim2.new(1, 0, 1, 0)
			textLabel.Position = UDim2.new(0, 0, 0, 0)
		end
	end
end

function methods:IsInCustomState()
	return self.InCustomState
end

function methods:ResetCustomState()
	if self.InCustomState then
		self.CustomState:Destroy()
		self.CustomState = nil
		self.InCustomState = false

		self.ChatBarParentFrame:ClearAllChildren()
		self:CreateGuiObjects(self.ChatBarParentFrame)
		self:SetTextLabelText(
			ChatLocalization:Get(
				"GameChat_ChatMain_ChatBarText",
				'To chat click here or press "/" key'
			)
		)
	end
end

function methods:EnterWhisperState(player)
	self:ResetCustomState()
	if WhisperModule.CustomStateCreator then
		self.CustomState = WhisperModule.CustomStateCreator(
			player,
			self.ChatWindow,
			self,
			ChatSettings
		)
		self.InCustomState = true
	else
		local playerName

		if ChatSettings.PlayerDisplayNamesEnabled then
			playerName = player.DisplayName
		else
			playerName = player.Name
		end

		self:SetText("/w " .. playerName)
	end
	self:CaptureFocus()
end

function methods:GetCustomMessage()
	if self.InCustomState then
		return self.CustomState:GetMessage()
	end
	return nil
end

function methods:CustomStateProcessCompletedMessage(message)
	if self.InCustomState then
		return self.CustomState:ProcessCompletedMessage()
	end
	return false
end

function methods:FadeOutBackground(duration)
	self.AnimParams.Background_TargetTransparency = 1
	self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
	self:FadeOutText(duration)
end

function methods:FadeInBackground(duration)
	self.AnimParams.Background_TargetTransparency = 0.6
	self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
	self:FadeInText(duration)
end

function methods:FadeOutText(duration)
	self.AnimParams.Text_TargetTransparency = 1
	self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
end

function methods:FadeInText(duration)
	self.AnimParams.Text_TargetTransparency = 0.4
	self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
end

function methods:AnimGuiObjects()
	self.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency
	self.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency

	self.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency
	self.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency
	self.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency
end

function methods:InitializeAnimParams()
	self.AnimParams.Text_TargetTransparency = 0.4
	self.AnimParams.Text_CurrentTransparency = 0.4
	self.AnimParams.Text_NormalizedExptValue = 1

	self.AnimParams.Background_TargetTransparency = 0.6
	self.AnimParams.Background_CurrentTransparency = 0.6
	self.AnimParams.Background_NormalizedExptValue = 1
end

function methods:Update(dtScale)
	self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt(
			self.AnimParams.Text_CurrentTransparency,
			self.AnimParams.Text_TargetTransparency,
			self.AnimParams.Text_NormalizedExptValue,
			dtScale
	)
	self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt(
			self.AnimParams.Background_CurrentTransparency,
			self.AnimParams.Background_TargetTransparency,
			self.AnimParams.Background_NormalizedExptValue,
			dtScale
	)

	self:AnimGuiObjects()
end

function methods:SetChannelNameColor(channelName, channelNameColor)
	self.ChannelNameColors[channelName] = channelNameColor
	if self.GuiObjects.MessageModeTextButton.Text == channelName then
		self.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor
	end
end

function methods:GetChannelNameColor(channelName)
	return self.ChannelNameColors[channelName]
end


Prompt: --[[Rear]]

Response:
--
Tune.RTireProfile	= 1			-- Tire profile, aggressive or smooth
Tune.RProfileHeight	= .45		-- Profile height, conforming to tire

Tune.RTireCompound	= 0			-- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear
Tune.RTireFriction	= 3		-- Your tire's friction in the best conditions.


Prompt: ----- Private Functions -----

Response:
local function ProcessReceipt(receipt_info)
	local ProductId = receipt_info.ProductId

	local player = Players:GetPlayerByUserId(receipt_info.PlayerId)

	if player == nil then
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end

	local profile = PlayerData.Profiles[player]
	if not profile then return end

	local ProductToBuy, amount = EggConfig.GetEggFromProduct(ProductId)

	local pets = HatchBind:Invoke(player, ProductToBuy, amount)

	task.wait(1.5)

	Remotes.Eggs.EggProductPurchased:FireClient(player, ProductToBuy, pets)

end


Prompt:
--Door Sound
--Local Setting(Do not touch)

Response:
SP = script.Parent.Parent
Data = SP.Data
Floor = Data.Floor
Motor = Data.Motor
Car   = SP.Car
Door   = Data.Door
Direction = Data.Direction
TCarG = Car:GetChildren()
Floors = SP.Floors
TFloorsG = Floors:GetChildren()
TotalFloors = 0


Prompt: --Hand

Response:
local RHL = character.RightHand:FindFirstChild("RightWristRigAttachment")
local RHR = character.LeftHand:FindFirstChild("LeftWristRigAttachment")


Prompt:
---SG Is  Here---
---Please Dont Change Anything Can Dont Work If You Change--

Response:
local repStorage = game:GetService("ReplicatedStorage")
local remote = repStorage:FindFirstChild("Rebirth")

remote.OnServerEvent:Connect(function(plr, x)
	if plr.leaderstats.Coins.Value >= 100 * (x.Value + 1) then
		x.Value = x.Value + 1
		plr.leaderstats.Coins.Value =  0
		plr.leaderstats.Clicks.Value =  0
	end
end)


Prompt: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -0.2
	Tune.RCamber		= 0
	Tune.FToe			= 0
	Tune.RToe			= 0


Prompt: -- New raycast parameters.

Response:
local CastParams = RaycastParams.new()
CastParams.IgnoreWater = true
CastParams.FilterType = Enum.RaycastFilterType.Blacklist
CastParams.FilterDescendantsInstances = {}


Prompt: -- Import relevant references

Response:
Selection = Core.Selection;
Create = Core.Create;
Support = Core.Support;
Security = Core.Security;
Support.ImportServices();


Response:
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local cValues = script.Parent.Parent:WaitForChild("Values")


Prompt: -- LOCAL

Response:
local starterGui = game:GetService("StarterGui")
local guiService = game:GetService("GuiService")
local hapticService = game:GetService("HapticService")
local runService = game:GetService("RunService")
local userInputService = game:GetService("UserInputService")
local tweenService = game:GetService("TweenService")
local players = game:GetService("Players")
local VRService = game:GetService("VRService")
local voiceChatService = game:GetService("VoiceChatService")
local localizationService = game:GetService("LocalizationService")
local iconModule = script.Parent
local TopbarPlusReference = require(iconModule.TopbarPlusReference)
local referenceObject = TopbarPlusReference.getObject()
local leadPackage = referenceObject and referenceObject.Value
if leadPackage and leadPackage.IconController ~= script then
	return require(leadPackage.IconController)
end
if not referenceObject then
    TopbarPlusReference.addToReplicatedStorage()
end
local IconController = {}
local Signal = require(iconModule.Signal)
local TopbarPlusGui = require(iconModule.TopbarPlusGui)
local topbarIcons = {}
local forceTopbarDisabled = false
local menuOpen
local topbarUpdating = false
local cameraConnection
local controllerMenuOverride
local isStudio = runService:IsStudio()
local localPlayer = players.LocalPlayer
local voiceChatIsEnabledForUserAndWithinExperience = false
local disableControllerOption = false
local STUPID_CONTROLLER_OFFSET = 32


Prompt:
--[=[
	Folds an array of values or promises into a single value. The array is traversed sequentially.

	The reducer function can return a promise or value directly. Each iteration receives the resolved value from the previous, and the first receives your defined initial value.

	The folding will stop at the first rejection encountered.
	```lua
	local basket = {"blueberry", "melon", "pear", "melon"}
	Promise.fold(basket, function(cost, fruit)
		if fruit == "blueberry" then
			return cost -- blueberries are free!
		else
			-- call a function that returns a promise with the fruit price
			return fetchPrice(fruit):andThen(function(fruitCost)
				return cost + fruitCost
			end)
		end
	end, 0)
	```

	@since v3.1.0
	@param list {T | Promise<T>}
	@param reducer (accumulator: U, value: T, index: number) -> U | Promise<U>
	@param initialValue U
]=]

Response:
function Promise.fold(list, reducer, initialValue)
	assert(type(list) == "table", "Bad argument #1 to Promise.fold: must be a table")
	assert(isCallable(reducer), "Bad argument #2 to Promise.fold: must be a function")

	local accumulator = Promise.resolve(initialValue)
	return Promise.each(list, function(resolvedElement, i)
		accumulator = accumulator:andThen(function(previousValueResolved)
			return reducer(previousValueResolved, resolvedElement, i)
		end)
	end):andThen(function()
		return accumulator
	end)
end


Prompt:
--[[
	Assigns a new spot on a canvas for the current player.

	Complex logic for multiple cases, but we broke these down into a table form in Confluence.
	Refer to the tech spec for more information!

	https://confluence.rbx.com/display/SOCIAL/Surface+Art+Tech+Spec#SurfaceArtTechSpec-spot-assigning-logic

	Parameters:
	- canvas (Canvas): current Canvas object that player wants to apply an art on
]]

Response:
function PlayerSpots:assignSpot(player, canvas)
	-- Removes previous spot that has no art placed. This happens if player gets a spot but cancels before placing an art
	self:_removeUnusedSpots(player)

	local playerHasQuota = #self.placedSpots < self.quota
	local canvasHasSpot = not canvas:isFull()
	local playerHasArtOnSurface = self:_hasArtOnCanvas(canvas)

	if canvasHasSpot and playerHasQuota then
		return self:_assignRandomSpot(canvas)
	elseif canvasHasSpot and not playerHasQuota then
		self:_removeOldestArt()

		return self:_assignRandomSpot(canvas)
	elseif not canvasHasSpot and playerHasArtOnSurface then
		self:_removeOldestArtFromCanvas(canvas)

		return self:_assignRandomSpot(canvas)
	elseif canvasHasSpot and not playerHasQuota and not playerHasArtOnSurface then
		self:_removeOldestArtFromOtherCanvas(canvas)

		return self:_assignRandomSpot(canvas)
	elseif not canvasHasSpot and not playerHasArtOnSurface then
		return false, constants.Errors.SpotNotAvailable
	end
end


Prompt:
-- May return NaN or inf or -inf
-- This is a way of finding the angle between the two vectors:

Response:
local function findAngleBetweenXZVectors(vec2, vec1)
	return math_atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end

local function GetValueObject(name, defaultValue)
	local valueObj = script:FindFirstChild(name)
	if valueObj then
		return valueObj.Value
	end
	return defaultValue
end

local function LoadOrCreateNumberValueParameter(name, valueType, updateFunction)
	local valueObj = script:FindFirstChild(name)

	if valueObj and valueObj:isA(valueType) then
		-- Value object exists and is the correct type, use its value
		externalProperties[name] = valueObj.Value
	elseif externalProperties[name] ~= nil then
		-- Create missing (or replace incorrectly-typed) valueObject with default value
		valueObj = Instance.new(valueType)
		valueObj.Name = name
		valueObj.Parent = script
		valueObj.Value = externalProperties[name]
	else
		print("externalProperties table has no entry for ",name)
		return
	end

	if updateFunction then
		if changedSignalConnections[name] then
			changedSignalConnections[name]:disconnect()
		end
		changedSignalConnections[name] = valueObj.Changed:connect(function(newValue)
			externalProperties[name] = newValue
			updateFunction()
		end)
	end
end

local function SetAndBoundsCheckAzimuthValues()
	minAzimuthAbsoluteRad = math.rad(externalProperties["ReferenceAzimuth"]) - math.abs(math.rad(externalProperties["CWAzimuthTravel"]))
	maxAzimuthAbsoluteRad = math.rad(externalProperties["ReferenceAzimuth"]) + math.abs(math.rad(externalProperties["CCWAzimuthTravel"]))
	useAzimuthLimits = externalProperties["UseAzimuthLimits"]
	if useAzimuthLimits then
		curAzimuthRad = math.max(curAzimuthRad, minAzimuthAbsoluteRad)
		curAzimuthRad = math.min(curAzimuthRad, maxAzimuthAbsoluteRad)
	end
end

local function SetAndBoundsCheckElevationValues()
	-- These degree values are the direct user input values. It is deliberate that they are
	-- ranged checked only against the extremes, and not against each other. Any time one
	-- is changed, both of the internal values in radians are recalculated. This allows for
	-- A developer to change the values in any order and for the end results to be that the
	-- internal values adjust to match intent as best as possible.
	local minElevationDeg = math.max(externalProperties["MinElevation"], MIN_ALLOWED_ELEVATION_DEG)
	local maxElevationDeg = math.min(externalProperties["MaxElevation"], MAX_ALLOWED_ELEVATION_DEG)

	-- Set internal values in radians
	minElevationRad = math.rad(math.min(minElevationDeg, maxElevationDeg))
	maxElevationRad = math.rad(math.max(minElevationDeg, maxElevationDeg))
	curElevationRad = math.max(curElevationRad, minElevationRad)
	curElevationRad = math.min(curElevationRad, maxElevationRad)
end

local function SetAndBoundsCheckDistanceValues()
	minDistance = externalProperties["MinDistance"]
	maxDistance = externalProperties["MaxDistance"]
	curDistance = math.max(curDistance, minDistance)
	curDistance = math.min(curDistance, maxDistance)
end


Response:
local Vida = script.Parent.Stats.Frame.Vida
local Consciente = script.Parent.Stats.Frame.Consciente
local Dor = script.Parent.Stats.Frame.Dor
local Ferido = script.Parent.Stats.Frame.Ferido
local Sangrando = script.Parent.Stats.Frame.Sangrando

local BleedTween = TS:Create(Sangrando, TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,-1,true), {TextColor3 =  Color3.fromRGB(255, 0, 0)} )
BleedTween:Play()

RS.RenderStepped:connect(function()
	if script.Parent.Visible == true then

		if Target.Value ~= nil then
			local player = game.Players:FindFirstChild(Target.Value.Name)
			local P2_Client = player.Character:FindFirstChild("ACS_Client")

			if player and P2_Client then
				local vHuman = player.Character.Humanoid
				local vSang = player.Character.ACS_Client.Variaveis.Sangue

				local pie = (vHuman.Health / vHuman.MaxHealth)
				script.Parent.Overview.Frame.VidaBar.Bar.Size = UDim2.new(pie, 0, 1, 0)

				local Pizza = (vSang.Value / vSang.MaxValue)
				script.Parent.Overview.Frame.SangueBar.Bar.Size = UDim2.new(Pizza, 0, 1, 0)
			else
				Target.Value = nil
			end
		else
			local pie = (Human.Health / Human.MaxHealth)
			script.Parent.Overview.Frame.VidaBar.Bar.Size = UDim2.new(pie, 0, 1, 0)

			local Pizza = (Saude.Variaveis.Sangue.Value / Saude.Variaveis.Sangue.MaxValue)
			script.Parent.Overview.Frame.SangueBar.Bar.Size = UDim2.new(Pizza, 0, 1, 0)

		end

		if Target.Value == nil then
			if Human.Health <= 0 then
				Vida.Text = "Dead"
				Vida.TextColor3 = Color3.fromRGB(255,0,0)
				Consciente.Visible = false
			elseif Human.Health <= (Human.MaxHealth * .5) then
				Vida.Text = "High Risk"
				Vida.TextColor3 = Color3.fromRGB(255,0,0)
				Consciente.Visible = true
			elseif Human.Health <= (Human.MaxHealth * .75) then
				Vida.Text = "Low Risk"
				Vida.TextColor3 = Color3.fromRGB(255,255,0)
				Consciente.Visible = true
			elseif Human.Health <= (Human.MaxHealth) then
				Vida.Text = "Healthy"
				Vida.TextColor3 = Color3.fromRGB(255,255,255)
				Consciente.Visible = true
			end

			if Saude:GetAttribute("Collapsed") == true then
				Consciente.Text = "Unconscious"
			else
				Consciente.Text = "Conscious"
			end

			if Saude.Variaveis.Dor.Value <= 0 then
				Dor.Text = "No pain"
				Dor.TextColor3 = Color3.fromRGB(255,255,255)
				Dor.Visible = false
			elseif Saude.Variaveis.Dor.Value <= 50 then
				Dor.Text = "Minor pain"
				Dor.TextColor3 = Color3.fromRGB(255,255,255)
				Dor.Visible = true
			elseif Saude.Variaveis.Dor.Value < 100 then
				Dor.Text = "Major pain"
				Dor.TextColor3 = Color3.fromRGB(255,255,0)
				Dor.Visible = true
			elseif Saude.Variaveis.Dor.Value >= 100 then
				Dor.Text = "Extreme pain"
				Dor.TextColor3 = Color3.fromRGB(255,0,0)
				Dor.Visible = true
			end

			if Saude:GetAttribute("Injured") == true then
				Ferido.Visible = true
			else
				Ferido.Visible = false
			end

			if Saude:GetAttribute("Bleeding") == true or Saude:GetAttribute("Tourniquet")then
				if Saude:GetAttribute("Tourniquet") then
					Sangrando.Text = 'Tourniquet'
				else
					Sangrando.Text = 'Bleeding'
				end
				Sangrando.Visible = true
			else
				Sangrando.Visible = false
			end

		else
			local player2 = game.Players:FindFirstChild(Target.Value.Name)
			local PlHuman = player2.Character.Humanoid
			local PlSaude = player2.Character.ACS_Client
			if PlHuman.Health > 0 then
				if PlHuman.Health <= 0 then
					Vida.Text = "Dead"
					Vida.TextColor3 = Color3.fromRGB(255,0,0)
					Consciente.Visible = false
				elseif PlHuman.Health <= (PlHuman.MaxHealth * .5) then
					Vida.Text = "High Risk"
					Vida.TextColor3 = Color3.fromRGB(255,0,0)
					Consciente.Visible = true
				elseif PlHuman.Health <= (PlHuman.MaxHealth * .75) then
					Vida.Text = "Low Risk"
					Vida.TextColor3 = Color3.fromRGB(255,255,0)
					Consciente.Visible = true
				elseif PlHuman.Health <= (PlHuman.MaxHealth) then
					Vida.Text = "Healthy"
					Vida.TextColor3 = Color3.fromRGB(255,255,255)
					Consciente.Visible = true
				end

				if PlSaude:GetAttribute("Collapsed") == true then
					Consciente.Text = "Unconscious"
				else
					Consciente.Text = "Conscious"
				end

				if PlSaude.Variaveis.Dor.Value <= 0 then
					Dor.Text = "No pain"
					Dor.TextColor3 = Color3.fromRGB(255,255,255)
					Dor.Visible = false
				elseif PlSaude.Variaveis.Dor.Value <= 50 then
					Dor.Text = "Minor pain"
					Dor.TextColor3 = Color3.fromRGB(255,255,255)
					Dor.Visible = true
				elseif PlSaude.Variaveis.Dor.Value < 100 then
					Dor.Text = "Major pain"
					Dor.TextColor3 = Color3.fromRGB(255,255,0)
					Dor.Visible = true
				elseif PlSaude.Variaveis.Dor.Value >= 100 then
					Dor.Text = "Extreme pain"
					Dor.TextColor3 = Color3.fromRGB(255,0,0)
					Dor.Visible = true
				end

				if PlSaude:GetAttribute("Injured") == true then
					Ferido.Visible = true
				else
					Ferido.Visible = false
				end

				if PlSaude:GetAttribute("Bleeding") == true or PlSaude:GetAttribute("Tourniquet") then
					if PlSaude:GetAttribute("Tourniquet")then
						Sangrando.Text = 'Tourniquet'
					else
						Sangrando.Text = 'Bleeding'
					end
					Sangrando.Visible = true
				else
					Sangrando.Visible = false
				end
			end
		end
	end

end)


Prompt: -- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Takes the range of entries in this table in the range [start, finish] and returns that range as a table.

Response:
Table.range = function (tbl, start, finish)
	return table.move(tbl, start, finish, 1, table.create(finish - start + 1))
end


Prompt:
--[[
	This loads HD Admin into your game.

	Require the 'HD Admin Main Module' by ForeverHD for automatic updates.

	You can view the HD Admin Main Module here:
	https://www.roblox.com/library/2686494999/HD-Admin-Main-Module

--]]

Response:
local loaderFolder = script.Parent.Parent
local mainModule = require(2686494999)
mainModule:Initialize(loaderFolder)
loaderFolder:Destroy()


Prompt:
--[=[
	@within TableUtil
	@function IsEmpty
	@param tbl table
	@return boolean

	Returns `true` if the given table is empty. This is
	simply performed by checking if `next(tbl)` is `nil`
	and works for both arrays and dictionaries. This is
	useful when needing to check if a table is empty but
	not knowing if it is an array or dictionary.

	```lua
	TableUtil.IsEmpty({}) -- true
	TableUtil.IsEmpty({"abc"}) -- false
	TableUtil.IsEmpty({abc = 32}) -- false
	```
]=]

Response:
local function IsEmpty(tbl)
	return next(tbl) == nil
end


Prompt: --- Cleans up all tasks

Response:
function Maid:DoCleaning()
	local Tasks = self.Tasks

	-- Disconnect all events first as we know this is safe
	for Index, Task in pairs(Tasks) do
		if typeof(Task) == "RBXScriptConnection" then
			Tasks[Index] = nil
			Task:disconnect()
		end
	end

	-- Clear out tasks table completely, even if clean up tasks add more tasks to the maid
	local Index, Task = next(Tasks)
	while Task ~= nil do
		Tasks[Index] = nil
		if type(Task) == "function" then
			Task()
		elseif typeof(Task) == "RBXScriptConnection" then
			Task:disconnect()
		elseif Task.Destroy then
			Task:Destroy()
		elseif Task.destroy then
			Task:destroy()
		elseif Task.disconnect then -- for pseudo RBXScriptConnection
			Task:disconnect()
		end
		Index, Task = next(Tasks)
	end
end
Maid.Destroy = Maid.DoCleaning

return Maid


Prompt:
-- If you want to change the hat that you are trying on, change the "Mesh" Just delete the one in the brick that this script is in,
-- and copy a mesh from a different hat, that you want to try on with this script.


Prompt: --//trunk

Response:
local tk = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS)
tk.MaxVelocity = 0.02
tk.Part0 = script.Parent.TK
tk.Part1 = tk.Parent


Prompt: --Fix network issues

Response:
for i,v in ipairs(script.Parent:GetDescendants()) do
	if v:IsA("BasePart") and v:CanSetNetworkOwnership() == true then
		v:SetNetworkOwner(nil)
	end
end


Prompt: -- Local private variables and constants

Response:
local UNIT_Z = Vector3.new(0,0,1)
local X1_Y0_Z1 = Vector3.new(1,0,1)	--Note: not a unit vector, used for projecting onto XZ plane
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local ZERO_VECTOR2 = Vector2.new(0,0)
local TAU = 2 * math.pi


Prompt:
--[[Engine]]
--Torque Curve

Response:
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


Prompt:
--[[
	Helper functions
]]

Response:
local random = Random.new()

local function getRandomPointInCircle(centerPosition, circleRadius)
	local radius = math.sqrt(random:NextNumber()) * circleRadius
	local angle = random:NextNumber(0, math.pi * 2)
	local x = centerPosition.X + radius * math.cos(angle)
	local z = centerPosition.Z + radius * math.sin(angle)

	local position = Vector3.new(x, centerPosition.Y, z)

	return position
end


Prompt: ----- Private variables -----

Response: local FreeRunnerThread = nil


Prompt: -- Setup animation objects

Response:
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)

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


Prompt:
--[[**
	ensures value is NaN

	@param value The value to check against

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

Response:
function t.nan(value)
	if value ~= value then
		return true
	else
		return false, "unexpected non-NaN value"
	end
end


Prompt:
--	elseif input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonL3 then
--		if (state == Enum.UserInputState.Begin) then
--			self.L3ButtonDown = true
--		elseif (state == Enum.UserInputState.End) then
--			self.L3ButtonDown = false
--			self.currentZoomSpeed = 1.00
--		end
--	end

Response:
end

function BaseCamera:DoKeyboardZoom(name, state, input)
	if not self.hasGameLoaded and VRService.VREnabled then
		return Enum.ContextActionResult.Pass
	end

	if state ~= Enum.UserInputState.Begin then
		return Enum.ContextActionResult.Pass
	end

	if self.distanceChangeEnabled and Players.LocalPlayer.CameraMode ~= Enum.CameraMode.LockFirstPerson then
		if input.KeyCode == Enum.KeyCode.I then
			self:SetCameraToSubjectDistance( self.currentSubjectDistance - 5 )
		elseif input.KeyCode == Enum.KeyCode.O then
			self:SetCameraToSubjectDistance( self.currentSubjectDistance + 5 )
		end
		return Enum.ContextActionResult.Sink
	end
	return Enum.ContextActionResult.Pass
end

function BaseCamera:BindAction(actionName, actionFunc, createTouchButton, ...)
	table.insert(self.boundContextActions, actionName)
	ContextActionService:BindActionAtPriority(actionName, actionFunc, createTouchButton,
		CAMERA_ACTION_PRIORITY, ...)
end

function BaseCamera:BindGamepadInputActions()
	self:BindAction("BaseCameraGamepadPan", function(name, state, input) return self:GetGamepadPan(name, state, input) end,
		false, Enum.KeyCode.Thumbstick2)
	self:BindAction("BaseCameraGamepadZoom", function(name, state, input) return self:DoGamepadZoom(name, state, input) end,
		false, Enum.KeyCode.DPadLeft, Enum.KeyCode.DPadRight, Enum.KeyCode.ButtonR3)
end

function BaseCamera:BindKeyboardInputActions()
	self:BindAction("BaseCameraKeyboardPanArrowKeys", function(name, state, input) return self:DoKeyboardPanTurn(name, state, input) end,
		false, Enum.KeyCode.Left, Enum.KeyCode.Right)
	self:BindAction("BaseCameraKeyboardPan", function(name, state, input) return self:DoKeyboardPan(name, state, input) end,
		false, Enum.KeyCode.Comma, Enum.KeyCode.Period, Enum.KeyCode.PageUp, Enum.KeyCode.PageDown)
	self:BindAction("BaseCameraKeyboardZoom", function(name, state, input) return self:DoKeyboardZoom(name, state, input) end,
		false, Enum.KeyCode.I, Enum.KeyCode.O)
end

local function isInDynamicThumbstickArea(input)
	local playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui")
	local touchGui = playerGui and playerGui:FindFirstChild("TouchGui")
	local touchFrame = touchGui and touchGui:FindFirstChild("TouchControlFrame")
	local thumbstickFrame = touchFrame and touchFrame:FindFirstChild("DynamicThumbstickFrame")

	if not thumbstickFrame then
		return false
	end

	local frameCornerTopLeft = thumbstickFrame.AbsolutePosition
	local frameCornerBottomRight = frameCornerTopLeft + thumbstickFrame.AbsoluteSize
	if input.Position.X >= frameCornerTopLeft.X and input.Position.Y >= frameCornerTopLeft.Y then
		if input.Position.X <= frameCornerBottomRight.X and input.Position.Y <= frameCornerBottomRight.Y then
			return true
		end
	end

	return false
end


Prompt:
--[=[
	@param fn (...: any) -> ()
	@return Connection
	Connects a function to the remote signal. The function will be
	called anytime the equivalent server-side RemoteSignal is
	fired at this specific client that created this client signal.
]=]

Response:
function ClientRemoteSignal:Connect(fn: (...any) -> ())
	if self._directConnect then
		return self._re.OnClientEvent:Connect(fn)
	else
		return self._signal:Connect(fn)
	end
end


Prompt:
-- Sets the position of the falling object
-- This function checks if the object is a Part or a Model, as those are positioned differently

Response:
local function positionFallingObject(object)

    local objectCFrame = getRandomCFrameInVolume(dropZone)
    if object:IsA("BasePart") then
        object.CFrame = objectCFrame
    elseif object:IsA("Model") then
        if not object.PrimaryPart then
            object.PrimaryPart = object:FindFirstChildWhichIsA("BasePart", true)
        end
        object.PrimaryPart.CFrame = objectCFrame
    end
    object.Parent = game.Workspace
end


Prompt: -- In radians the minimum accuracy penalty

Response: local MinSpread = 0.001


Prompt: -- Services

Response:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local Players = game:GetService("Players")
local CollectionService = game:GetService("CollectionService")

local Conf = require(ReplicatedFirst.Configurations.MainConfiguration)
local Util = require(ReplicatedStorage.Libraries.Util)
local MatchmakingDestination = require(ReplicatedStorage.Libraries.MatchmakingDestination)
local WeaponsSystem = require(ReplicatedStorage.WeaponsSystem.WeaponsSystem)
local DamageHandler = require(ReplicatedStorage.Core.DamageHandler)


Prompt: -- The next configurations are ONLY for Roblox Ad Boards.

Response:
config.OffButtonEnabled = true -- If the turn off boards button is displayed.
config.EvacuateButtonEnabled = true -- If the evacuate button is displayed.
config.AdvertisementButtonEnabled = true -- If the Advertisement button is displayed.


Prompt: --and now BLINKERS!!!!

Response:
function left()
	FL.Material = "Neon"
	RL.Material = "Neon"
end
function unleft()
	FL.Material = "SmoothPlastic"
	RL.Material = "SmoothPlastic"
end

function right()
	FR.Material = "Neon"
	RR.Material = "Neon"
end
function unright()
	FR.Material = "SmoothPlastic"
	RR.Material = "SmoothPlastic"
end

while true do
	wait(0.2)--no crash m8!!!
	--
	if seat.Lights.Value == true then --lights
		lightson()
	else
		lightsoff()
	end
	--
	if seat.dGear.Value == "R" then --reverse lights
		reverse()
	else
		unreverse()
	end
	--
	if seat.Parent.Throttle == -1 then
		brake()
	else
		unbrake()
	end
	--and now... BLINKERS!!!
	if seat.Blinked.Value == true then
		if seat.BLeft.Value == true then
			left()
		else
			unleft()
		end
		if seat.BRight.Value == true then
			right()
		else
			unright()
		end
	else
		unright()
		unleft()
	end

end


Response:
		if script.Parent:FindFirstChild("Arm1") then
			local g = script.Parent.Arm1:Clone()
			g.Parent = File
			for _,i in pairs(g:GetChildren()) do
				if i:IsA("Part") or i:IsA("UnionOperation") or i:IsA("MeshPart") then
					i.CanCollide = false
					i.Anchored = false
					local Y = Instance.new("Weld")
					Y.Part0 = Player.Character["Left Arm"]
					Y.Part1 = g.Middle
					Y.C0 = CFrame.new(0, 0, 0)
					Y.Parent = Player.Character["Left Arm"]
				end
			end
		end


Prompt: -- map a value from one range to another

Response:
local function map(x, inMin, inMax, outMin, outMax)
	return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end

local function playSound(sound)
	sound.TimePosition = 0
	sound.Playing = true
end

local function shallowCopy(t)
	local out = {}
	for k, v in pairs(t) do
		out[k] = v
	end
	return out
end

local function initializeSoundSystem(player, humanoid, rootPart)
	local sounds = {}

	-- initialize sounds
	for name, props in pairs(SOUND_DATA) do
		local sound = Instance.new("Sound")
		sound.Name = name

		-- set default values
		sound.Archivable = false
		sound.EmitterSize = 5
		sound.MaxDistance = 150
		sound.Volume = 0

		for propName, propValue in pairs(props) do
			sound[propName] = propValue
		end

		sound.Parent = rootPart
		sounds[name] = sound
	end

	local playingLoopedSounds = {}

	local function stopPlayingLoopedSounds(except)
		for sound in pairs(shallowCopy(playingLoopedSounds)) do
			if sound ~= except then
				sound.Playing = false
				playingLoopedSounds[sound] = nil
			end
		end
	end

	-- state transition callbacks
	local stateTransitions = {
		[Enum.HumanoidStateType.FallingDown] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.GettingUp] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.GettingUp)
		end,

		[Enum.HumanoidStateType.Jumping] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Jumping)
		end,

		[Enum.HumanoidStateType.Swimming] = function()
			local verticalSpeed = math.abs(rootPart.Velocity.Y)
			if verticalSpeed > 0.1 then
				sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
				playSound(sounds.Splash)
			end
			stopPlayingLoopedSounds(sounds.Swimming)
			sounds.Swimming.Playing = true
			playingLoopedSounds[sounds.Swimming] = true
		end,

		[Enum.HumanoidStateType.Freefall] = function()
			sounds.FreeFalling.Volume = 0
			stopPlayingLoopedSounds(sounds.FreeFalling)
			playingLoopedSounds[sounds.FreeFalling] = true
		end,

		[Enum.HumanoidStateType.Landed] = function()
			stopPlayingLoopedSounds()
			local verticalSpeed = math.abs(rootPart.Velocity.Y)
			if verticalSpeed > 75 then
				sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
				playSound(sounds.Landing)
			end
		end,

		[Enum.HumanoidStateType.Running] = function()
			stopPlayingLoopedSounds(sounds.Running)
			sounds.Running.Playing = true
			playingLoopedSounds[sounds.Running] = true
		end,

		[Enum.HumanoidStateType.Climbing] = function()
			local sound = sounds.Climbing
			if math.abs(rootPart.Velocity.Y) > 0.1 then
				sound.Playing = true
				stopPlayingLoopedSounds(sound)
			else
				stopPlayingLoopedSounds()
			end
			playingLoopedSounds[sound] = true
		end,

		[Enum.HumanoidStateType.Seated] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.Dead] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Died)
		end,
	}

	-- updaters for looped sounds
	local loopedSoundUpdaters = {
		[sounds.Climbing] = function(dt, sound, vel)
			sound.Playing = vel.Magnitude > 0.1
		end,

		[sounds.FreeFalling] = function(dt, sound, vel)
			if vel.Magnitude > 75 then
				sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
			else
				sound.Volume = 0
			end
		end,

		[sounds.Running] = function(dt, sound, vel)
			sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
		end,
	}

	-- state substitutions to avoid duplicating entries in the state table
	local stateRemap = {
		[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
	}

	local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()

	local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
		state = stateRemap[state] or state

		if state ~= activeState then
			local transitionFunc = stateTransitions[state]

			if transitionFunc then
				transitionFunc()
			end

			activeState = state
		end
	end)

	local steppedConn = RunService.Stepped:Connect(function(_, worldDt)
		-- update looped sounds on stepped
		for sound in pairs(playingLoopedSounds) do
			local updater = loopedSoundUpdaters[sound]

			if updater then
				updater(worldDt, sound, rootPart.Velocity)
			end
		end
	end)

	local humanoidAncestryChangedConn
	local rootPartAncestryChangedConn
	local characterAddedConn

	local function terminate()
		stateChangedConn:Disconnect()
		steppedConn:Disconnect()
		humanoidAncestryChangedConn:Disconnect()
		rootPartAncestryChangedConn:Disconnect()
		characterAddedConn:Disconnect()
	end

	humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)
		if not parent then
			terminate()
		end
	end)

	rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)
		if not parent then
			terminate()
		end
	end)

	characterAddedConn = player.CharacterAdded:Connect(terminate)
end

local function playerAdded(player)
	local function characterAdded(character)
		-- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications:
		-- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically.
		-- ** must use a waitForFirst on everything and listen for hierarchy changes.
		-- * the character might not be in the dm by the time CharacterAdded fires
		-- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again
		-- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented.
		-- * RootPart probably won't exist immediately.
		-- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented.

		if not character.Parent then
			waitForFirst(character.AncestryChanged, player.CharacterAdded)
		end

		if player.Character ~= character or not character.Parent then
			return
		end

		local humanoid = character:FindFirstChildOfClass("Humanoid")
		while character:IsDescendantOf(game) and not humanoid do
			waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded)
			humanoid = character:FindFirstChildOfClass("Humanoid")
		end

		if player.Character ~= character or not character:IsDescendantOf(game) then
			return
		end

		-- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals
		local rootPart = character:FindFirstChild("HumanoidRootPart")
		while character:IsDescendantOf(game) and not rootPart do
			waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded)
			rootPart = character:FindFirstChild("HumanoidRootPart")
		end

		if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then
			initializeSoundSystem(player, humanoid, rootPart)
		end
	end

	if player.Character then
		characterAdded(player.Character)
	end
	player.CharacterAdded:Connect(characterAdded)
end

Players.PlayerAdded:Connect(playerAdded)
for _, player in ipairs(Players:GetPlayers()) do
	playerAdded(player)
end


Prompt: --Get the datastore.

Response: local PlayersItems = game:GetService("DataStoreService"):GetDataStore("Items")


Prompt: -- << SETUP >>

Response:
for _,revent in pairs(main.signals:GetChildren()) do
	if revent:IsA("RemoteEvent") then
		revent.OnClientEvent:Connect(function(args)
			if not main.initialized then main.client.Signals.Initialized.Event:Wait() end

			---------------------------------------------
			if revent.Name == "ChangeStat" then
				local statName, newValue = args[1], args[2]
				main.pdata[statName] = newValue
				if statName == "Donor" then
					main:GetModule("PageSpecial"):UpdateDonorFrame()
				end

			elseif revent.Name == "InsertStat" then
				local locationName, newValue = args[1], args[2]
				table.insert(main.pdata[locationName], newValue)

			elseif revent.Name == "RemoveStat" then
				local locationName, newValue = args[1], args[2]
				for i,v in pairs(main.pdata[locationName]) do
					if tostring(v) == tostring(newValue) then
						table.remove(main.pdata[locationName], i)
						break
					end
				end

			elseif revent.Name == "Notice" or revent.Name == "Error" then
				main:GetModule("Notices"):Notice(revent.Name, args[1], args[2], args[3])

			elseif revent.Name == "ShowPage" then
				main:GetModule("GUIs"):ShowSpecificPage(args[1], args[2])

			elseif revent.Name == "ShowBannedUser" then
				main:GetModule("GUIs"):ShowSpecificPage("Admin", "Banland")
				if type(args) == "table" then
					main:GetModule("cf"):ShowBannedUser(args)
				end

			elseif revent.Name == "SetCameraSubject" then
				main:GetModule("cf"):SetCameraSubject(args)

			elseif revent.Name == "Clear" then
				main:GetModule("Messages"):ClearMessageContainer()

			elseif revent.Name == "ShowWarning" then
				main:GetModule("cf"):ShowWarning(args)

			elseif revent.Name == "Message" then
				main:GetModule("Messages"):Message(args)

			elseif revent.Name == "Hint" then
				main:GetModule("Messages"):Hint(args)

			elseif revent.Name == "GlobalAnnouncement" then
				main:GetModule("Messages"):GlobalAnnouncement(args)

			elseif revent.Name == "SetCoreGuiEnabled" then
				main.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[args[1]], args[2])

			elseif revent.Name == "CreateLog" then
				main:GetModule("cf"):CreateNewCommandMenu(args[1], args[2], 5)

			elseif revent.Name == "CreateAlert" then
				main:GetModule("cf"):CreateNewCommandMenu("alert", {args[1], args[2]}, 8, true)

			elseif revent.Name == "CreateBanMenu" then
				main:GetModule("cf"):CreateNewCommandMenu("banMenu", args, 6)

			elseif revent.Name == "CreatePollMenu" then
				main:GetModule("cf"):CreateNewCommandMenu("pollMenu", args, 9)

			elseif revent.Name == "CreateMenu" then
				main:GetModule("cf"):CreateNewCommandMenu(args.MenuName, args.Data, args.TemplateId)

			elseif revent.Name == "CreateCommandMenu" then
				local title = args[1]
				local details = args[2]
				local menuType = args[3]
				main:GetModule("cf"):CreateNewCommandMenu(title, details, menuType)

			elseif revent.Name == "RankChanged" then
				main:GetModule("cf"):UpdateIconVisiblity()
				main:GetModule("PageAbout"):UpdateRankName()
				main:GetModule("GUIs"):DisplayPagesAccordingToRank(true)
				if main.initialized then
					main:GetModule("PageCommands"):CreateCommands()
				end

			elseif revent.Name == "ExecuteClientCommand" then
				local speaker, args, commandName, other = args[1], args[2], args[3], args[4]
				local unFunction = other.UnFunction
				local functionType = "Function"
				if unFunction then
					functionType = "UnFunction"
				end
				local clientCommand = main:GetModule("ClientCommands")[commandName]
				if clientCommand then
					local Function = clientCommand[functionType]
					if Function then
						Function(speaker, args, clientCommand)
					end
				end

			elseif revent.Name == "ReplicationEffectClientCommand" then
				local commandName = args[1]
				local speaker = args[2]
				local rArgs = args[3]
				local clientCommand = main:GetModule("ClientCommands")[commandName]
				if clientCommand then
					local replicationEffect = clientCommand.ReplicationEffect
					if replicationEffect then
						replicationEffect(speaker, rArgs, clientCommand)
					end
				end

			elseif revent.Name == "ActivateClientCommand" then
				local commandName = args[1]
				local extraDetails = args[2]
				--Custom speed
				local speed = extraDetails and ((extraDetails.Speed ~= 0 and extraDetails.Speed) or nil)
				if speed then
					main.commandSpeeds[commandName] = speed
					local oldMenu = main.gui:FindFirstChild("CommandMenufly")
					main:GetModule("cf"):DestroyCommandMenuFrame(oldMenu)
				end
				--Deactivate other flight commands
				if main.commandSpeeds[commandName] then
					for otherCommandName, _ in pairs(main.commandSpeeds) do
						if otherCommandName ~= commandName then
							main:GetModule("cf"):DeactivateCommand(otherCommandName)
						end
					end
				end
				--Activate command
				main.commandsAllowedToUse[commandName] = true
				main:GetModule("cf"):ActivateClientCommand(commandName, extraDetails)
				--Setup command menu
				local menuDetails, menuType
				for menuTypeName, menuCommands in pairs(main.commandsWithMenus) do
					menuDetails = menuCommands[commandName]
					if menuDetails then
						menuType = tonumber(menuTypeName:match("%d+"))
						break
					end
				end
				if menuDetails then
					main:GetModule("cf"):CreateNewCommandMenu(commandName, menuDetails, menuType)
				end

			elseif revent.Name == "DeactivateClientCommand" then
				main:GetModule("cf"):DeactivateCommand(args[1])

			elseif revent.Name == "FadeInIcon" then
				local topBarFrame = main.gui.CustomTopBar
				local imageButton = topBarFrame.ImageButton
				imageButton.ImageTransparency = 1
				main.tweenService:Create(imageButton, TweenInfo.new(1), {ImageTransparency = 0}):Play()

			elseif revent.Name == "ChangeMainVariable" then
				main[args[1]] = args

			end
			---------------------------------------------

		end)

	elseif revent:IsA("RemoteFunction") then
		function revent.OnClientInvoke(args)
			if not main.initialized then main.client.Signals.Initialized.Event:Wait() end

			---------------------------------------------
			if revent.Name == "GetLocalDate" then
				return os.date("*t", args)

			end
		end

	end
end

return module


Prompt:
-- Returns the current angle being used
-- by Roblox's shadow mapping system.

Response:
function FpsCamera:GetShadowAngle()
	local angle = Lighting:GetSunDirection()

	if angle.Y < -0.3 then
		-- Use the moon's angle instead.
		angle = Lighting:GetMoonDirection()
	end

	return angle
end


Prompt:
--!strict
-- upstream: https://github.com/facebook/react/blob/a457e02ae3a2d3903fcf8748380b1cc293a2445e/packages/react/src/IsSomeRendererActing.js
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 *
 * @flow
]]


Prompt:
--end
--End of Function KeyDown()

Response:
function KU(key)
key = key:lower()
if(key == "d")  then
faster = false
wait(.1)
faster = false
end
if(key == "a")  then
slower = false
wait(.1)
slower = false
end
if(key == "w")  then
uper = false
wait(.1)
uper = false
end
if(key == "s")  then
downer = false
wait(.1)
downer = false
end
if(key == "t") then
minigun_shoot = false
end
if(key == "z") then
show_ammo = false
end
if(key == "q") then
startLock = false
end


Prompt:
--[[
	Returns first value (success), and packs all following values.
]]

Response:
local function packResult(success, ...)
	return success, select("#", ...), { ... }
end

local function makeErrorHandler(traceback)
	assert(traceback ~= nil, "traceback is nil")

	return function(err)
		-- If the error object is already a table, forward it directly.
		-- Should we extend the error here and add our own trace?

		if type(err) == "table" then
			return err
		end

		return Error.new({
			error = err,
			kind = Error.Kind.ExecutionError,
			trace = debug.traceback(tostring(err), 2),
			context = "Promise created at:\n\n" .. traceback,
		})
	end
end


Prompt: --PARÁMETROS

Response: local parada = script.Parent.Parent.Parada.Value --TIEMPO DE PARADA


Prompt: -- / Player / --

Response:
local PlayerGui = MainGui.Parent

local Player = PlayerGui.Parent
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")

local PlayerStats = Player:WaitForChild("PlayerStats")
local Oxygen = PlayerStats:WaitForChild("Oxygen")

 -- / Game Assets / --
local GameAssets = game.ServerStorage.GameAssets


Prompt:
-- Convenience function so that calling code does not have to first get the activeController
-- and then call GetMoveVector on it. When there is no active controller, this function returns the
-- zero vector

Response:
function ControlModule:GetMoveVector(): Vector3
	if self.activeController then
		return self.activeController:GetMoveVector()
	end
	return Vector3.new(0,0,0)
end

function ControlModule:GetActiveController()
	return self.activeController
end


Prompt: -- Original script made by Luckymaxer [yes i edited this lol]

Response:
Projectile = script.Parent
Projectile.Size = Vector3.new(0.2,0.2,0.2)

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

Values = {}
for i, v in pairs(script:GetChildren()) do
	if string.find(string.lower(v.ClassName), string.lower("Value")) then
		Values[v.Name] = v
	end
end

BaseProjectile = Values.BaseProjectile.Value

function GetCreator()
	local Creator = Values.Creator.Value
	return (((Creator and Creator.Parent and Creator:IsA("Player")) and Creator) or nil)
end

function IsTeamMate(Player1, Player2)
	return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

function CheckTableForString(Table, String)
	for i, v in pairs(Table) do
		if string.find(string.lower(String), string.lower(v)) then
			return true
		end
	end
	return false
end

function CheckIntangible(Hit)
	local ProjectileNames = {"Water", "Part", "Projectile", "Effect", "Rail", "Laser", "Bullet"}
	if Hit and Hit.Parent then
		if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
			return true
		end
	end
	return false
end

function CastRay(StartPos, Vec, Length, Ignore, DelayIfHit)
	local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
	local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
	if RayHit and CheckIntangible(RayHit) then
		if DelayIfHit then
			wait()
		end
		RayHit, RayPos, RayNormal = CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
	end
	return RayHit, RayPos, RayNormal
end

function FlyProjectile(Part, StartPos)
	local AlreadyHit = false
	local Player = GetCreator()
	local function PartHit(Hit)
		if not Hit or not Hit.Parent or not Player then
			return
		end
		local character = Hit.Parent
		if character:IsA("Hat") then
			character = character.Parent
		end
		if not character then
			return
		end
		local player = Players:GetPlayerFromCharacter(character)
		if player and (player == Player or IsTeamMate(Player, player)) then
			return
		end
		local humanoid = character:FindFirstChild("Humanoid")
		if not humanoid or humanoid.Health == 0 then
			return
		end
		UntagHumanoid(humanoid)
		TagHumanoid(humanoid, Player)
		humanoid:TakeDamage(Values.Damage.Value)
		return character
	end
	local function CheckForContact(Hit)
		local Directions = {{Vector = Part.CFrame.lookVector, Length = (BaseProjectile.Size.Z + 2)}, {Vector = Vector3.new(0, -1, 0), Length = (BaseProjectile.Size.Y * 1.25)}, ((Hit and {Vector = CFrame.new(Part.Position, Hit.Position).lookVector, Length = (BaseProjectile.Size.Z + 2)}) or nil)}
		local ClosestRay = {DistanceApart = math.huge}
		for i, v in pairs(Directions) do
			if v then
				local Direction = CFrame.new(Part.Position, (Part.CFrame + v.Vector * 2).p).lookVector
				local RayHit, RayPos, RayNormal = CastRay((Part.Position + Vector3.new(0, 0, 0)), Direction, v.Length, {((Player and Player.Character) or nil), Part}, false)
				if RayHit then
					local DistanceApart = (Part.Position - RayPos).Magnitude
					if DistanceApart < ClosestRay.DistanceApart then
						ClosestRay = {Hit = RayHit, Pos = RayPos, Normal = RayNormal, DistanceApart = DistanceApart}
					end
				end
			end
		end
		return ((ClosestRay.Hit and ClosestRay) or nil)
	end
	local function ConnectPart(Hit)

		if AlreadyHit then
			return
		end
		local ClosestRay = CheckForContact(Hit)
		if not ClosestRay then
			return
		end
		AlreadyHit = true
		for i, v in pairs(Part:GetChildren()) do
			if v:IsA("BasePart") then
				for ii, vv in pairs(v:GetChildren()) do
					if vv:IsA("ParticleEmitter") then
						vv.Enabled = false
						v.Anchored = true
					elseif vv:IsA("JointInstance") then
						vv:Destroy()
					end
				end
				Debris:AddItem(v, 8)
			elseif string.find(string.lower(v.ClassName), string.lower("Body")) then
				v:Destroy()
			end
		end
		local SuccessfullyHit = PartHit(ClosestRay.Hit)
		Part.Size = Vector3.new(0.2, 0.2, 0.2)
		Part.CanCollide = false
		local Hit = ClosestRay.Hit
		if SuccessfullyHit and Hit.Parent:FindFirstChild("Humanoid") or Hit.Parent.Parent:FindFirstChild("Humanoid") then
			script.HitE:Fire(Hit)
			if Values.ProjectileLand.Value == true then
				local ProjectilePosition = ClosestRay.Pos
				local StickCFrame = CFrame.new(ProjectilePosition, StartPos)
				StickCFrame = (StickCFrame * CFrame.new(0, 0, (-(BaseProjectile.Size.Z / 2) + 0)) * CFrame.Angles(0, math.pi, 0))
				local Weld = Instance.new("Motor6D")
				Weld.Part0 = Hit
				Weld.Part1 = Part
				Weld.C0 = CFrame.new(0, 0, 0)
				Weld.C1 = (StickCFrame:inverse() * Hit.CFrame)
				Weld.Parent = Part
				Part.Orientation = Part.Orientation + Values.ProjectileLandRotation.Value
			else
				script.Parent:Destroy()
			end
		else
			script.HitE:Fire(Hit)
			if Values.ProjectileLand.Value == true then
				local ProjectilePosition = ClosestRay.Pos
				local StickCFrame = CFrame.new(ProjectilePosition, StartPos)
				StickCFrame = (StickCFrame * CFrame.new(0, 0, (-(BaseProjectile.Size.Z / 2) + 0)) * CFrame.Angles(0, math.pi, 0))
				local Weld = Instance.new("Motor6D")
				Weld.Part0 = Hit
				Weld.Part1 = Part
				Weld.C0 = CFrame.new(0, 0, 0)
				Weld.C1 = (StickCFrame:inverse() * Hit.CFrame)
				Weld.Parent = Part
				Part.Orientation = Part.Orientation + Values.ProjectileLandRotation.Value
			else
				script.Parent:Destroy()
			end
		end
		delay(Values.Lifetime.Value,function()
			Projectile:Destroy()
		end)
		Part.Name = "Effect"
	end
	Part.Touched:connect(function(Hit)
		if not Hit or not Hit.Parent or AlreadyHit then
			return
		end
		ConnectPart(Hit)
	end)
	spawn(function()
		while Part and Part.Parent and Part.Name ~= "Effect" and not AlreadyHit do
			ConnectPart()
			wait()
		end
	end)
end

FlyProjectile(Projectile, Values.Origin.Value)


Prompt: --Runtime Loop

Response:
while wait() do
	for i,v in pairs(Wheels) do
		--Vars
		local speed = car.DriveSeat.Velocity.Magnitude
		local wheel = v.wheel.RotVelocity.Magnitude
		local z = 0
		local deg = 0.000126

		--Tire Wear
		local cspeed = (speed/1.298)*(2.6/v.wheel.Size.Y)
		local wdif = math.abs(wheel-cspeed)
		if _WHEELTUNE.TireWearOn then
			if speed < 4 then
				--Wear Regen
				v.Heat = math.min(v.Heat + _WHEELTUNE.RegenSpeed/10000,v.BaseHeat)
			else
				--Tire Wear
				if wdif > 1 then
					v.Heat = v.Heat - wdif*deg*v.WearSpeed/28
				elseif v.Heat >= v.BaseHeat then
					v.Heat = v.BaseHeat
				end
			end
		end

		--Apply Friction
		if v.wheel.Name == "FL" or v.wheel.Name == "FR" or v.wheel.Name == "F" then
			z = _WHEELTUNE.FMinFriction+v.Heat
			deg = ((deg - 0.0001188*cValues.Brake.Value)*(1-math.abs(cValues.SteerC.Value))) + 0.00000126*math.abs(cValues.SteerC.Value)
		else
			z = _WHEELTUNE.RMinFriction+v.Heat
		end

		--Tire Slip
		if math.ceil((wheel/0.774/speed)*100) < 8 then
			--Lock Slip
			v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelLockRatio,v.elast,v.fWeight,v.eWeight)
			v.Heat = math.max(v.Heat,0)
		elseif (_Tune.TCSEnabled and cValues.TCS.Value == false and math.ceil((wheel/0.774/speed)*100) > 80) then
			--TCS Off
			v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.TCSOffRatio,v.elast,v.fWeight,v.eWeight)
			v.Heat = math.max(v.Heat,0)
		elseif math.ceil((wheel/0.774/speed)*100) > 130 then
			--Wheelspin
			v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelspinRatio,v.elast,v.fWeight,v.eWeight)
			v.Heat = math.max(v.Heat,0)
		else
			--No Slip
			v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z,v.elast,v.fWeight,v.eWeight)
			v.Heat = math.min(v.Heat,v.BaseHeat)
		end

		--Update UI
		local vstress = math.abs(((((wdif+cspeed)/0.774)*0.774)-cspeed)/15)
		if vstress > 0.05 and vstress > v.stress then
			v.stress = math.min(v.stress + 0.03,1)
		else
			v.stress = math.max(v.stress - 0.03,vstress)
		end
		local UI = script.Parent.Tires[v.wheel.Name]
		UI.First.Second.Image.ImageColor3 = Color3.new(math.min((v.stress*2),1), 1-v.stress, 0)
		UI.First.Position = UDim2.new(0,0,1-v.Heat/v.BaseHeat,0)
		UI.First.Second.Position = UDim2.new(0,0,v.Heat/v.BaseHeat,0)
	end
end