Prompt:
--[=[
	This function returns a table with the values of the passed dictionary.

	```lua
	local Dictionary = {
		A = 1,
		B = 2,
		C = 3,
	}

	print(TableKit.Values(Dictionary)) -- prints {1, 2, 3}
	```

	@within TableKit
	@param dictionary table
	@return table
]=]

Response:
function TableKit.Values<T>(dictionary: { [unknown]: T }): { T }
	local valueArray = {}

	for _, value in dictionary do
		table.insert(valueArray, value)
	end

	return valueArray
end


Prompt:
--local eat = Humanoid:LoadAnimation(AnimF.open)
--local Idle = Humanoid:LoadAnimation(AnimF.idle)

Response:
local Debounce = false

tool.Equipped:Connect(function()


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

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

script:WaitForChild("Rev")

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

handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")

game:GetService("RunService").Heartbeat:Connect(function() -- to-do: linear interpolate on all clients at 10/s to avoid bogging down network
	local _RPM = script.Parent.Values.RPM.Value

	if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
		throt = math.max(.3,throt-.2)
	else
		throt = math.min(1,throt+.1)
	end
	if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
		redline=.5
	else
		redline=1
	end
	if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
	local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
	if FE then
		handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume)
	else
		car.DriveSeat.Rev.Pitch = Pitch
	end
end)


Prompt: -- VisualComponents by Travis, modified for native visuals.

Response:
local module = {}

module.panels = {}

local MapConstant = 40000
local VideoControl = require(script.VideoControl.Value)

local function mapScreen(center,screen)
	local dif = Instance.new("Attachment",center)
	dif.WorldPosition = screen.Position

	for i,v in pairs(screen.VisualScreen.Main:GetChildren()) do
		if v:IsA("ImageLabel") then
			v.Position = UDim2.new(0.5, dif.Position.X * MapConstant, 0.5, (dif.Position.Y - dif.Position.Z) * MapConstant )
		end
	end
	for i,v in pairs(screen.VisualScreen.SpriteVisual:GetChildren()) do
		if v:IsA("ImageLabel") then
			v.Position = UDim2.new(0.5, dif.Position.X * MapConstant, 0.5, (dif.Position.Y - dif.Position.Z) * MapConstant )
		end
	end

	screen.VisualScreen.CanvasSize = Vector2.new((screen.Size.X*MapConstant),(screen.Size.Y*MapConstant))
	dif:Destroy()
end

function module.Start(screensFolder)
	local center = screensFolder.CenterPart
	if screensFolder:FindFirstChild("Panels") then
		for i,v in pairs(screensFolder.Panels:GetChildren()) do
			local cloneFrame = script.Main:Clone()
			local cloneFrame1 = script.SpriteVisual:Clone()
			cloneFrame.Parent = v.VisualScreen
			cloneFrame1.Parent = v.VisualScreen
			mapScreen(center,v)
			table.insert(module.panels,v)
			v.Debug:Destroy()
		end
	end
	VideoControl.SpriteStart()
end

return module


Prompt: --------|    Variables    |--------

Response: local cashLabel = _L.GUI.Bottom.MainBottomBar.CenterContainer.Cash.Title


Prompt: --!strict

Response:
return function(value)
	return typeof(value) == "number" and value == value and value ~= math.huge and value ~= -math.huge
end


Prompt:
--[=[
	Utility to build a localization table from json, intended to be used with rojo. Can also handle Rojo json
	objects turned into tables!

	@class JsonToLocalizationTable
]=]

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

local JsonToLocalizationTable = {}

local LOCALIZATION_TABLE_NAME = "GeneratedJSONTable"


Prompt:
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================

Response:
local function setModelAnchored(parent, anchored)
	for _, child in ipairs(parent:GetChildren()) do
		if (child:IsA("BasePart")) or (child:IsA("MeshPart")) then
			child.Anchored = anchored
		end
		setModelAnchored(child, anchored)
	end
end -- setModelAnchored()

local function setModelCanCollide(parent, canCollide)
	for _, child in ipairs(parent:GetChildren()) do
		if (child:IsA("BasePart")) or (child:IsA("MeshPart")) then
			child.CanCollide = canCollide
		end
		setModelAnchored(child, canCollide)
	end
end -- setModelCanCollide()

local function setModelTransparency(parent, transparency)
	for _, child in ipairs(parent:GetChildren()) do
		if (child:IsA("BasePart")) or (child:IsA("MeshPart")) then
			child.Transparency = transparency
		end
		setModelTransparency(child, transparency)
	end
end -- setModelTransparency()

local function removeLimbsAndThings(character)
	for _, child in ipairs(character:GetChildren()) do
		removeLimbsAndThings(child)
		if (not child:IsA("Humanoid")) and (not child:IsA("Motor6D"))
			and (child.Name ~= "Head") and (child.Name ~= "UpperTorso") then
				child:Destroy()
		end
	end
end -- removeLimbsAndThings()

local function insertModelIntoCharacter(character, model)
	for _, child in ipairs(model:GetChildren()) do
		child.Parent = character
		insertModelIntoCharacter(child, child)
	end
end -- insertModelIntoCharacter()

local function setCollisionGroup(parent, group)
	for _,part in pairs(parent:GetChildren()) do
		if (part:IsA("BasePart") or (part:IsA("MeshPart"))) then
			PhysicsService:SetPartCollisionGroup(part, group)
		end
	end
end -- SetCollisionGroup()


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 75
	Tune.IdleRPM		= 500
	Tune.PeakRPM		= 5600
	Tune.Redline		= 6300
	Tune.EqPoint		= 6300
	Tune.PeakSharpness	= 2.2
	Tune.CurveMult		= 0.01

	--Incline Compensation
	Tune.InclineComp	= 1.35			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 0		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 0			-- Percent throttle at idle
	Tune.ClutchTol		= 450		-- Clutch engagement threshold (higher = faster response)


Prompt: -- Function to handle the button click

Response:
local function onClick()
	-- Destroy the parent GUI (the ScreenGui containing the TextButton)
	button.Parent:Destroy()
end

button.MouseButton1Click:Connect(onClick)


Prompt: --[[ Local Variables ]]

Response:
--
local MasterControl = {}

local Players = game:GetService('Players')
local RunService = game:GetService('RunService')

while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local CachedHumanoid = nil
local RenderSteppedCon = nil
local SeatedCn = nil
local moveFunc = LocalPlayer.Move

local isJumping = false
local isSeated = false
local myVehicleSeat = nil
local moveValue = Vector3.new(0,0,0)


Prompt: --if SignalValues.Signal1.Value == 2 then

Response: SignalValues.Signal1.Value = 3


Prompt: -- functions

Response:
function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:Disconnect()
	end

	if (oldAnimTrack ~= nil) then
		oldAnimTrack:Stop()
		oldAnimTrack:Destroy()
		oldAnimTrack = nil
	end
	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end
	return oldAnim
end

function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		currentAnimTrack:AdjustSpeed(currentAnimSpeed)
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then


Prompt: -- Display result window for active players

Response:
function PlayerManager:DisplayRoundResult(resultString, resultTime)
	for _, player in ipairs(PlayerManager.ActivePlayers) do
		DisplayRoundResult:FireClient(player, resultString, resultTime)
	end
end


Prompt: -- UI Profile

Response:
local usernameprofile = gui.Parent.Parent.User.Username
local displaynameprofile = gui.Parent.Parent.User.DisplayName
local pfpprofile = gui.Parent.Parent.User.ProfilePicture
local shutterpfp = script.Parent.Parent.Parent.ShutterFrame.ProfilePicture

local Players = game:GetService("Players")

local player = Players.LocalPlayer


Prompt: -- [ FUNCTIONS ] --

Response:
repeat wait() until cam.CameraSubject ~= nil

cam.CameraType = Enum.CameraType.Scriptable


Prompt: --- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.

Response:
module.BubbleChatEnabled = true
module.ClassicChatEnabled = true


Prompt:
-- Instances have a "Name" field.  Sort
-- by that name,

Response:
function CommonUtil.SortByName(items)
	local function compareInstanceNames(i1, i2)
		return (i1.Name < i2.Name)
	end
	table.sort(items, compareInstanceNames)
	return items
end


Prompt: --//ENGINE//--

Response:
Horsepower = 430  --{This is how much power your engine block makes ALONE, this does not represent to total horsepower output [IF you have a turbo/SC]}
EngineDisplacement = 3000 --{Engine size in CC's}
EngineType =  "Diesel" --{Petrol, Diesel, Electric]
EngineLocation = "Front" --{Front, Mid, Rear}
ForcedInduction = "Single" --{Natural, Single, Twin, Supercharger}
InductionPartSize = 1.5 --{0-5, 1 being small, 5 being large (Decimals accepted, e.g 2.64 turbo size, this is the size of the turbo}
ElectronicallyLimited = false --{Electronically Limit the top speed of your vehicle}
LimitSpeedValue = 100 --{Limits top speed of the vehicle [In MPH]}


Prompt:
-- Returns the current active view model
-- @return Model

Response:
function FirstPersonRigAssembly.GetActiveRig()
	return activeRig
end


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

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


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

Response:
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(133)

game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(106)

game.Workspace.doorleft.l31.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(21)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(106)


Prompt: --Function of the repair button

Response:
repair.MouseButton1Down:connect(function()
	if repairtwo == true then
		repairtwo = false
		local ff = Instance.new ("ForceField")
		ff.Parent = sp
		sp.Temporary:ClearAllChildren()
		menudisappear()
		disappearall()
		click.MaxActivationDistance = 10
		coverup()
		wait(1)
		ready = true
		ff:Destroy()

		for _,force in pairs(sp:GetChildren()) do
				if force:IsA("ForceField") then
					force:Destroy()
				end
		end

		script.Fixer.Disabled = true
		wait(5)
		repairtwo = true
	end

end)


Prompt: --Main

Response:
local CacheManager: any = {}
CacheManager.__index = CacheManager

function CacheManager.new()
    local self = setmetatable({}, CacheManager)
    self.Cache = {}
    self.CacheLimit = math.huge
    self.Locked = false
    self.CacheParent = workspace

    return self
end

function CacheManager:SetCacheLimit(limit: number)
    self.CacheLimit = math.max(limit, 1)

    for _, cacheEntry: {[string]: any} in pairs(self.Cache) do
        local cacheToPurge: number = math.max(0, self.CacheLimit - #cacheEntry.Cache)

        if cacheToPurge > 0 then
            for _ = 1, cacheToPurge do
                cacheEntry.Cache[#cacheEntry.Cache]:Destroy()
                cacheEntry.Cache[#cacheEntry.Cache] = nil
            end
        end
    end
end

function CacheManager:Return(id: string, obj: Instance)
    if self.Locked then
        obj:Destroy()
        return
    end

    if self.Cache[id] then
        if #self.Cache[id].Cache < self.CacheLimit then
            if obj:IsA("BasePart") then
                obj.Anchored = true
            elseif obj:IsA("Model") and obj.PrimaryPart then
                obj.PrimaryPart.Anchored = true
            end

            --? Maybe i should use bulkmoveto instead of this
            if obj:IsA("PVInstance") then
                obj:PivotTo(farawayCFrame)
            end

            table.insert(self.Cache[id].Cache, obj)
        else
            obj:Destroy()
        end
    end
end

function CacheManager:Take(id: string)
    if self.Locked then return end

    if self.Cache[id] then
        local storedNum: number = #self.Cache[id].Cache

        if storedNum == 0 then
            local obj: Instance = self.Cache[id].Original:Clone()
            obj.Parent = self.CacheParent

            return obj
        else
            local obj: Instance = self.Cache[id].Cache[storedNum]

            self.Cache[id].Cache[storedNum] = nil

            if obj:IsA("BasePart") then
                obj.Anchored = false
            elseif obj:IsA("Model") and obj.PrimaryPart then
                obj.PrimaryPart.Anchored = false
            end

            return obj
        end
    end
end

function CacheManager:Register(id: string, obj: Instance)
    if self.Locked then
        obj:Destroy()
        return
    end

    if not self.Cache[id] then
        self.Cache[id] = {
            Cache = {},
            Original = obj
        }
    end
end

function CacheManager:Destroy(): ()
    self.Locked = true

    local _, cacheEntry: {[string]: Instance | {Instance}} = next(self.Cache)

    repeat
        cacheEntry.Original:Destroy()

        repeat
            cacheEntry.Cache[#cacheEntry.Cache]:Destroy()
            cacheEntry.Cache[#cacheEntry.Cache] = nil
        until #cacheEntry.Cache == 0

        _, cacheEntry = next(self.Cache)
    until cacheEntry == nil

    self.Cache = nil
    self = nil
end

return CacheManager


Prompt: ----------//Gun System\\----------

Response:
local L_199_ = nil
char.ChildAdded:connect(function(Tool)
	if Tool:IsA('Tool') and Humanoid.Health > 0 and not ToolEquip and Tool:FindFirstChild("ACS_Settings") ~= nil and (require(Tool.ACS_Settings).Type == 'Gun' or require(Tool.ACS_Settings).Type == 'Melee' or require(Tool.ACS_Settings).Type == 'Grenade') then
		local L_370_ = true
		if char:WaitForChild('Humanoid').Sit and char.Humanoid.SeatPart:IsA("VehicleSeat") or char:WaitForChild('Humanoid').Sit and char.Humanoid.SeatPart:IsA("VehicleSeat") then
			L_370_ = false;
		end

		if L_370_ then
			L_199_ = Tool
			if not ToolEquip then
				--pcall(function()
				setup(Tool)
				--end)

			elseif ToolEquip then
				pcall(function()
					unset()
					setup(Tool)
				end)
			end;
		end;
	end

end)

char.ChildRemoved:connect(function(Tool)
	if Tool == WeaponTool then
		if ToolEquip then
			unset()
		end
	end
end)

Humanoid.Running:Connect(function(speed)
	charspeed = speed
	if speed > 0.1 then
		running = true
	else
		running = false
	end
end)

Humanoid.Swimming:Connect(function(speed)
	if Swimming then
		charspeed = speed
		if speed > 0.1 then
			running = true
		else
			running = false
		end
	end
end)

Humanoid.Died:Connect(function(speed)
	TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play()
	ChangeStance = false
	Stand()
	Stances = 0
	Virar = 0
	CameraX = 0
	CameraY = 0
	Lean()
	Equipped = 0
	unset()
	Evt.NVG:Fire(false)
end)

Humanoid.Seated:Connect(function(IsSeated, Seat)

	if IsSeated and Seat and (Seat:IsA("VehicleSeat")) then
		unset()
		Humanoid:UnequipTools()
		CanLean = false
		plr.CameraMaxZoomDistance = gameRules.VehicleMaxZoom
	else
		plr.CameraMaxZoomDistance = game.StarterPlayer.CameraMaxZoomDistance
	end

	if IsSeated  then
		Sentado = true
		Stances = 0
		Virar = 0
		CameraX = 0
		CameraY = 0
		Stand()
		Lean()
	else
		Sentado = false
		CanLean = true
	end
end)

Humanoid.Changed:connect(function(Property)
	if gameRules.AntiBunnyHop then
		if Property == "Jump" and Humanoid.Sit == true and Humanoid.SeatPart ~= nil then
			Humanoid.Sit = false
		elseif Property == "Jump" and Humanoid.Sit == false then
			if JumpDelay then
				Humanoid.Jump = false
				return false
			end
			JumpDelay = true
			delay(0, function()
				wait(gameRules.JumpCoolDown)
				JumpDelay = false
			end)
		end
	end
end)

Humanoid.StateChanged:connect(function(Old,state)
	if state == Enum.HumanoidStateType.Swimming then
		Swimming = true
		Stances = 0
		Virar = 0
		CameraX = 0
		CameraY = 0
		Stand()
		Lean()
	else
		Swimming = false
	end

	if gameRules.EnableFallDamage then
		if state == Enum.HumanoidStateType.Freefall and not falling then
			falling = true
			local curVel = 0
			local peak = 0

			while falling do
				curVel = HumanoidRootPart.Velocity.magnitude
				peak = peak + 1
				Thread:Wait()
			end
			local damage = (curVel - (gameRules.MaxVelocity)) * gameRules.DamageMult
			if damage > 5 and peak > 20 then
				local SKP_02 = SKP_01.."-"..plr.UserId

				cameraspring:accelerate(Vector3.new(-damage/20, 0, math.random(-damage, damage)/5))
				SwaySpring:accelerate(Vector3.new( math.random(-damage, damage)/5, damage/5,0))

				local hurtSound = PastaFx.FallDamage:Clone()
				hurtSound.Parent = plr.PlayerGui
				hurtSound.Volume = damage/Humanoid.MaxHealth
				hurtSound:Play()
				Debris:AddItem(hurtSound,hurtSound.TimeLength)

				Evt.Damage:InvokeServer(nil, nil, nil, nil, nil, nil, true, damage, SKP_02)

			end
		elseif state == Enum.HumanoidStateType.Landed or state == Enum.HumanoidStateType.Dead then
			falling = false
			SwaySpring:accelerate(Vector3.new(0, 2.5, 0))
		end
	end

end)

mouse.WheelBackward:Connect(function() -- fires when the wheel goes forwards

	if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then
		mouse1down = false
		if GunStance == 0 then
			SafeMode = true
			GunStance = -1
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			LowReady()
		elseif GunStance == -1 then
			SafeMode = true
			GunStance = -2
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			Patrol()
		elseif GunStance == 1 then
			SafeMode = false
			GunStance = 0
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			IdleAnim()
		end
	end

	if ToolEquip and aimming and Sens > 5 then
		Sens = Sens - 5
		UpdateGui()
		game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100)
	end

end)

mouse.WheelForward:Connect(function() -- fires when the wheel goes backwards

	if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then
		mouse1down = false
		if GunStance == 0 then
			SafeMode = true
			GunStance = 1
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			HighReady()
		elseif GunStance == -1 then
			SafeMode = false
			GunStance = 0
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			IdleAnim()
		elseif GunStance == -2 then
			SafeMode = true
			GunStance = -1
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			LowReady()
		end
	end

	if ToolEquip and aimming and Sens < 100 then
		Sens = Sens + 5
		UpdateGui()
		game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100)
	end

end)

script.Parent:GetAttributeChangedSignal("Injured"):Connect(function()
	local valor = script.Parent:GetAttribute("Injured")

	if valor and runKeyDown then
		runKeyDown 	= false
		Stand()
		if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then
			GunStance = 0
			Evt.GunStance:FireServer(GunStance,AnimData)
			IdleAnim()
		end
	end

	if Stances == 0 then
		Stand()
	elseif Stances == 1 then
		Crouch()
	end

end)


Response:
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(0.5,0.495,1.25) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2


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

Response:
local PackageIndex = script.Parent.Parent.Parent._Index

local Package = require(PackageIndex["JestFakeTimers"]["JestFakeTimers"])

export type FakeTimers = Package.FakeTimers

return Package


Prompt: --[[Brakes]]

Response:
	Tune.ABSEnabled		= true		-- Implements ABS
	Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS)

	Tune.FBrakeForce	= 3000		-- Front brake force
	Tune.RBrakeForce	= 2500		-- Rear brake force
	Tune.PBrakeForce	= 100000		-- Handbrake force

	Tune.FLgcyBForce	= 15000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]


Prompt:
--[[
	[Whether the whole character turns to face the mouse.]
	[If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0]
--]]

Response: local TurnCharacterToMouse = True


Prompt:
--[[
	-- Time functions
	-- @author Narrev

	This module can be called like so:

	timeModule = require(331894616)

	timeModule.Date() 			--> returns (year, month, days) @ timestamp tick()
	timeModule.Date(seconds) 	--> returns (year, month, days) @ seconds after epoch time

	timeModule.Time()			--> returns (hours, minutes, seconds) @ timestamp tick()
	timeModule.Time(seconds)	--> returns (hours, minutes, seconds) @ seconds after epoch time

--]]

Response:
local floor, ceil = math.floor, math.ceil

local function isLeapYear(year)
    return year % 4 == 0 and (year % 25 ~= 0 or year % 16 == 0)
end

local function GetLeaps(year)
	return floor(year/4) - floor(year/100) + floor(year/400)
end

local function CountDays(year)
	return 365*year + GetLeaps(year)
end

local function CountDays2(year)
	return 365*year + GetLeaps(year - 1)
end

local function overflow(array, seed)
	for i = 1, #array do
		if seed - array[i] <= 0 then
			return i, seed
		end
		seed = seed - array[i]
	end
end

local function GetYMDFromSeconds(seconds)
	local seconds = seconds or tick()
    local days = ceil((seconds + 1) / 86400) + CountDays(1970)

    local _400Years = 400*floor(days / CountDays(400))
    local _100Years = 100*floor(days % CountDays(400) / CountDays(100))
    local _4Years = 4*floor(days % CountDays(400) % CountDays(100) / CountDays(4))

    local _1Years, month
    _1Years, days = overflow({366,365,365,365}, days - CountDays2(_4Years + _100Years + _400Years))
	_1Years	= _1Years - 1

    local year = _1Years + _4Years + _100Years + _400Years
    month, days = overflow({31,isLeapYear(year) and 29 or 28,31,30,31,30,31,31,30,31,30,31}, days)

	return year, month, days
end

local function GetTimeFromSeconds(seconds)
	local hours	= floor(seconds / 3600 % 24)
	local minutes	= floor(seconds / 60 % 60)
	local seconds	= floor(seconds % 60)

	return hours, minutes, seconds
end

return {Date = GetYMDFromSeconds, Time = GetTimeFromSeconds}


Prompt:
--[=[
	Observes a link value that is not nil.

	@param linkName string
	@param parent Instance
	@return Brio<Instance>
]=]

Response:
function RxLinkUtils.observeLinkValueBrio(linkName, parent)
	assert(type(linkName) == "string", "linkName should be 'string'")
	assert(typeof(parent) == "Instance", "parent should be 'Instance'")

	return RxInstanceUtils.observeChildrenOfNameBrio(parent, "ObjectValue", linkName)
		:Pipe({
			RxBrioUtils.flatMapBrio(function(instance)
				return RxInstanceUtils.observePropertyBrio(instance, "Value", function(value)
					return value ~= nil
				end)
			end)
		})
end


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

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

local func= Tool.Events.punched

function CoolDown2()
    wait(0.01)
	CoolDown = false
end

func.OnServerInvoke = function(plr, hum, dmg, tor)
if not CoolDown then
CoolDown = true
		Tool.Handle.Whip:Play()
	Tool.Assets.BloodPart.Blood:Emit(1.3)
		hum.Parent.Humanoid:TakeDamage(15)
		CoolDown2()
	end
end

function Equip()
	Tool.Barrel.Transparency = 0
	Tool.BarrelOut.Transparency = 1
	Tool.Handle.Transparency = 0
	Tool.Part2.Transparency = 1
	Tool.Part3.Transparency = 1
	Tool.Part24.Transparency = 1
	Tool.Part6.Transparency = 1
	Tool.Part4.Transparency = 1
	Tool.Part2.Transparency = 1
	Tool.Shells.Transparency = 1
	Tool.Trigger.Transparency = 1
	wait(0.2)
	Tool.Barrel.Transparency = 0
	Tool.BarrelOut.Transparency = 1
	Tool.Handle.Transparency = 0
	Tool.Part2.Transparency = 0
	Tool.Part3.Transparency = 0
	Tool.Part24.Transparency = 0
	Tool.Part6.Transparency = 0
	Tool.Part4.Transparency = 0
	Tool.Part2.Transparency = 0
	Tool.Shells.Transparency = 1
	Tool.Trigger.Transparency = 0
	wait(0.42)
	Tool.Handle.EquipSound:play()
end

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

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

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

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

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

Tool.Unequipped:connect(function()
	Tool.Barrel.Transparency = 1
	Tool.BarrelOut.Transparency = 1
	Tool.Handle.Transparency = 1
	Tool.Part2.Transparency = 1
	Tool.Part3.Transparency = 1
	Tool.Part24.Transparency = 1
	Tool.Part6.Transparency = 1
	Tool.Part4.Transparency = 1
	Tool.Part2.Transparency = 1
	Tool.Shells.Transparency = 1
	Tool.Trigger.Transparency = 1
	if Module.DualEnabled and workspace.FilteringEnabled then
		Handle2.CanCollide = false
		if Grip2 then Grip2:Destroy() end
	end
end)


Prompt:
--Lib.Script.setWaterState(Lib.Map._Water1, "lava")
--wait(3)


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

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	return plrData.Money.Gold.Value < 30
end


Prompt: --!native

Response:
local CameraModule = {}
local Mouse = game.Players.LocalPlayer:GetMouse()
local UserInput = game:GetService("UserInputService")


Prompt: -- track physics solver time delta separately from the render loop to correctly synchronize time delta

Response:
local worldDt = 1/60
RunService.Stepped:Connect(function(_, _worldDt)
	worldDt = _worldDt
end)

local VehicleCamera = setmetatable({}, BaseCamera)
VehicleCamera.__index = VehicleCamera

function VehicleCamera.new()
	local self = setmetatable(BaseCamera.new(), VehicleCamera)
	self:Reset()
	return self
end

function VehicleCamera:Reset()
	self.vehicleCameraCore = VehicleCameraCore.new(self:GetSubjectCFrame())
	self.pitchSpring = Spring.new(0, -math.rad(VehicleCameraConfig.pitchBaseAngle))
	self.yawSpring = Spring.new(0, YAW_DEFAULT)
	self.lastPanTick = 0

	local camera = workspace.CurrentCamera
	local cameraSubject = camera and camera.CameraSubject

	assert(camera)
	assert(cameraSubject)
	assert(cameraSubject:IsA("VehicleSeat"))

	local assemblyParts = cameraSubject:GetConnectedParts(true) -- passing true to recursively get all assembly parts
	local assemblyPosition, assemblyRadius = CameraUtils.getLooseBoundingSphere(assemblyParts)

	assemblyRadius = math.max(assemblyRadius, EPSILON)

	self.assemblyRadius = assemblyRadius
	self.assemblyOffset = cameraSubject.CFrame:Inverse()*assemblyPosition -- seat-space offset of the assembly bounding sphere center

	self:_StepInitialZoom()
end

function VehicleCamera:_StepInitialZoom()
	self:SetCameraToSubjectDistance(math.max(
		ZoomController.GetZoomRadius(),
		self.assemblyRadius*VehicleCameraConfig.initialZoomRadiusMul
	))
end

function VehicleCamera:_StepRotation(dt, vdotz)
	local yawSpring = self.yawSpring
	local pitchSpring = self.pitchSpring

	local rotationInput = CameraInput.getRotation(true)
	local dYaw = -rotationInput.X
	local dPitch = -rotationInput.Y

	yawSpring.pos = sanitizeAngle(yawSpring.pos + dYaw)
	pitchSpring.pos = sanitizeAngle(math.clamp(pitchSpring.pos + dPitch, -PITCH_LIMIT, PITCH_LIMIT))

	if CameraInput.getRotationActivated() then
		self.lastPanTick = os.clock()
	end

	local pitchBaseAngle = -math.rad(VehicleCameraConfig.pitchBaseAngle)
	local pitchDeadzoneAngle = math.rad(VehicleCameraConfig.pitchDeadzoneAngle)

	if os.clock() - self.lastPanTick > VehicleCameraConfig.autocorrectDelay then
		-- adjust autocorrect response based on forward velocity
		local autocorrectResponse = mapClamp(
			vdotz,
			VehicleCameraConfig.autocorrectMinCarSpeed,
			VehicleCameraConfig.autocorrectMaxCarSpeed,
			0,
			VehicleCameraConfig.autocorrectResponse
		)

		yawSpring.freq = autocorrectResponse
		pitchSpring.freq = autocorrectResponse

		-- zero out response under a threshold
		if yawSpring.freq < EPSILON then
			yawSpring.vel = 0
		end

		if pitchSpring.freq < EPSILON then
			pitchSpring.vel = 0
		end

		if math.abs(sanitizeAngle(pitchBaseAngle - pitchSpring.pos)) <= pitchDeadzoneAngle then
			-- do nothing within the deadzone
			pitchSpring.goal = pitchSpring.pos
		else
			pitchSpring.goal = pitchBaseAngle
		end
	else
		yawSpring.freq = 0
		yawSpring.vel = 0

		pitchSpring.freq = 0
		pitchSpring.vel = 0

		pitchSpring.goal = pitchBaseAngle
	end

	return CFrame.fromEulerAnglesYXZ(
		pitchSpring:step(dt),
		yawSpring:step(dt),
		0
	)
end

function VehicleCamera:_GetThirdPersonLocalOffset()
	return self.assemblyOffset + Vector3.new(0, self.assemblyRadius*VehicleCameraConfig.verticalCenterOffset, 0)
end

function VehicleCamera:_GetFirstPersonLocalOffset(subjectCFrame)
	local character = localPlayer.Character

	if character and character.Parent then
		local head = character:FindFirstChild("Head")

		if head and head:IsA("BasePart") then
			return subjectCFrame:Inverse()*head.Position
		end
	end

	return self:_GetThirdPersonLocalOffset()
end

function VehicleCamera:Update()
	local camera = workspace.CurrentCamera
	local cameraSubject = camera and camera.CameraSubject
	local vehicleCameraCore = self.vehicleCameraCore

	assert(camera)
	assert(cameraSubject)
	assert(cameraSubject:IsA("VehicleSeat"))

	-- consume the physics solver time delta to account for mismatched physics/render cycles
	local dt = worldDt
	worldDt = 0

	-- get subject info
	local subjectCFrame = self:GetSubjectCFrame()
	local subjectVel = self:GetSubjectVelocity()
	local subjectRotVel = self:GetSubjectRotVelocity()

	-- measure the local-to-world-space forward velocity of the vehicle
	local vDotZ = math.abs(subjectVel:Dot(subjectCFrame.ZVector))
	local yawVel = yawVelocity(subjectRotVel, subjectCFrame)
	local pitchVel = pitchVelocity(subjectRotVel, subjectCFrame)

	-- step camera components forward
	local zoom = self:StepZoom()
	local objectRotation = self:_StepRotation(dt, vDotZ)

	-- mix third and first person offsets in local space
	local firstPerson = mapClamp(zoom, ZOOM_MINIMUM, self.assemblyRadius, 1, 0)

	local tpOffset = self:_GetThirdPersonLocalOffset()
	local fpOffset = self:_GetFirstPersonLocalOffset(subjectCFrame)
	local localOffset = tpOffset:Lerp(fpOffset, firstPerson)

	-- step core forward
	vehicleCameraCore:setTransform(subjectCFrame)
	local processedRotation = vehicleCameraCore:step(dt, pitchVel, yawVel, firstPerson)

	-- calculate final focus & cframe
	local focus = CFrame.new(subjectCFrame*localOffset)*processedRotation*objectRotation
	local cf = focus*CFrame.new(0, 0, zoom)

	return cf, focus
end

function VehicleCamera:ApplyVRTransform()
	-- no-op override; VR transform is not applied in vehicles
end

function VehicleCamera:EnterFirstPerson()
	self.inFirstPerson = true
	self:UpdateMouseBehavior()
end

function VehicleCamera:LeaveFirstPerson()
	self.inFirstPerson = false
	self:UpdateMouseBehavior()
end

return VehicleCamera


Prompt: --viridian 6

Response:
if k == "v" and ibo.Value==true then
	bin.Blade.BrickColor = BrickColor.new("Pastel green")
	bin.Blade2.BrickColor = BrickColor.new("Institutional white")
	bin.Blade.White.Enabled=false colorbin.white.Value = false
	bin.Blade.Blue.Enabled=false colorbin.blue.Value = false
	bin.Blade.Green.Enabled=false colorbin.green.Value = false
	bin.Blade.Magenta.Enabled=false colorbin.magenta.Value = false
	bin.Blade.Orange.Enabled=false colorbin.orange.Value = false
	bin.Blade.Viridian.Enabled=true colorbin.viridian.Value = true
	bin.Blade.Violet.Enabled=false colorbin.violet.Value = false
	bin.Blade.Red.Enabled=false colorbin.red.Value = false
	bin.Blade.Silver.Enabled=false colorbin.silver.Value = false
	bin.Blade.Black.Enabled=false colorbin.black.Value = false
	bin.Blade.NavyBlue.Enabled=false colorbin.navyblue.Value = false
	bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false
	bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false
    end


Prompt: -- Directions of movement for each handle's dragged face

Response:
local AxisMultipliers = {
	[Enum.NormalId.Top] = Vector3.new(0, 1, 0);
	[Enum.NormalId.Bottom] = Vector3.new(0, -1, 0);
	[Enum.NormalId.Front] = Vector3.new(0, 0, -1);
	[Enum.NormalId.Back] = Vector3.new(0, 0, 1);
	[Enum.NormalId.Left] = Vector3.new(-1, 0, 0);
	[Enum.NormalId.Right] = Vector3.new(1, 0, 0);
};

function AttachHandles(Part, Autofocus)
	-- Creates and attaches handles to `Part`, and optionally automatically attaches to the focused part

	-- Enable autofocus if requested and not already on
	if Autofocus and not Connections.AutofocusHandle then
		Connections.AutofocusHandle = Selection.FocusChanged:connect(function ()
			AttachHandles(Selection.Focus, true);
		end);

	-- Disable autofocus if not requested and on
	elseif not Autofocus and Connections.AutofocusHandle then
		ClearConnection 'AutofocusHandle';
	end;

	-- Just attach and show the handles if they already exist
	if Handles then
		Handles.Adornee = Part;
		Handles.Visible = true;
		Handles.Parent = Part and Core.UIContainer or nil;
		return;
	end;

	-- Create the handles
	Handles = Create 'Handles' {
		Name = 'BTMovementHandles';
		Color = MoveTool.Color;
		Parent = Core.UIContainer;
		Adornee = Part;
	};

	------------------------------------------------------
	-- Prepare for moving parts when the handle is clicked
	------------------------------------------------------

	local AreaPermissions;

	Handles.MouseButton1Down:connect(function ()

		-- Prevent selection
		Core.Targeting.CancelSelecting();

		-- Indicate dragging via handles
		HandleDragging = true;

		-- Freeze bounding box extents while dragging
		if BoundingBox.GetBoundingBox() then
			InitialExtentsSize, InitialExtentsCFrame = BoundingBox.CalculateExtents(Core.Selection.Items, BoundingBox.StaticExtents);
			BoundingBox.PauseMonitoring();
		end;

		-- Stop parts from moving, and capture the initial state of the parts
		InitialState = PreparePartsForDragging();

		-- Track the change
		TrackChange();

		-- Cache area permissions information
		if Core.Mode == 'Tool' then
			AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player);
		end;

	end);

	------------------------------------------
	-- Update parts when the handles are moved
	------------------------------------------

	Handles.MouseDrag:connect(function (Face, Distance)

		-- Only drag if handle is enabled
		if not HandleDragging then
			return;
		end;

		-- Calculate the increment-aligned drag distance
		Distance = GetIncrementMultiple(Distance, MoveTool.Increment);

		-- Move the parts along the selected axes by the calculated distance
		MovePartsAlongAxesByFace(Face, Distance, MoveTool.Axes, Selection.Focus, InitialState);

		-- Make sure we're not entering any unauthorized private areas
		if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then
			Selection.Focus.CFrame = InitialState[Selection.Focus].CFrame;
			TranslatePartsRelativeToPart(Selection.Focus, InitialState);
			Distance = 0;
		end;

		-- Update the "distance moved" indicator
		if MoveTool.UI then
			MoveTool.UI.Changes.Text.Text = 'moved ' .. math.abs(Distance) .. ' studs';
		end;

		-- Update bounding box if enabled in global axes movements
		if MoveTool.Axes == 'Global' and BoundingBox.GetBoundingBox() then
			BoundingBox.GetBoundingBox().CFrame = InitialExtentsCFrame + (AxisMultipliers[Face] * Distance);
		end;

	end);

end;


Prompt: -- Initialize

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


Prompt: --// Stances

Response:
function Prone()
	UpdateAmmo()
	L_115_:FireServer("Prone")

	L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
		CameraOffset = Vector3.new(0, -3, 0)
	}):Play()
	L_3_:WaitForChild("Humanoid").WalkSpeed = 4

	L_157_ = 0.01
	L_158_ = 4

	L_65_ = true

	Proned2 = Vector3.new(0, 0.5, 0.5)
	L_133_(L_9_,  CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_288_arg1)
		return math.sin(math.rad(L_288_arg1))
	end, 0.25)
	L_133_(L_10_,  CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_289_arg1)
		return math.sin(math.rad(L_289_arg1))
	end, 0.25)
	L_133_(L_11_,  CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_290_arg1)
		return math.sin(math.rad(L_290_arg1))
	end, 0.25)
end

function Stand()
	UpdateAmmo()
	L_115_:FireServer("Stand")

	L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
		CameraOffset = Vector3.new(0, 0, 0)
	}):Play()

	L_65_ = false

	if not L_64_ then
		L_3_:WaitForChild("Humanoid").WalkSpeed = 16
		L_157_ = 0.09
		L_158_ = 11
	elseif L_64_ then
		L_157_ = 0.015
		L_158_ = 7
		L_3_:WaitForChild("Humanoid").WalkSpeed = 7
	end

	Proned2 = Vector3.new(0, 0, 0)
	L_133_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_291_arg1)
		return math.sin(math.rad(L_291_arg1))
	end, 0.25)
	L_133_(L_10_,  CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_292_arg1)
		return math.sin(math.rad(L_292_arg1))
	end, 0.25)
	L_133_(L_11_,  CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_293_arg1)
		return math.sin(math.rad(L_293_arg1))
	end, 0.25)
end

function Crouch()
	UpdateAmmo()
	L_115_:FireServer("Crouch")

	L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
		CameraOffset = Vector3.new(0, -1, 0)
	}):Play()
	L_3_:WaitForChild("Humanoid").WalkSpeed = 9
	L_157_ = 0.015
	L_158_ = 9

	L_65_ = true

	Proned2 = Vector3.new(0, 0, 0)
	L_133_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_294_arg1)
		return math.sin(math.rad(L_294_arg1))
	end, 0.25)
	L_133_(L_10_,  CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_295_arg1)
		return math.sin(math.rad(L_295_arg1))
	end, 0.25)
	L_133_(L_11_,  CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_296_arg1)
		return math.sin(math.rad(L_296_arg1))
	end, 0.25)
	L_133_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_297_arg1)
		return math.sin(math.rad(L_297_arg1))
	end, 0.25)
end

function LeanRight()
	if L_93_ ~= 2 then
		L_115_:FireServer("LeanRight")
		L_133_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_298_arg1)
			return math.sin(math.rad(L_298_arg1))
		end, 0.25)
		L_133_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_299_arg1)
			return math.sin(math.rad(L_299_arg1))
		end, 0.25)
		L_133_(L_11_,  nil, nil, function(L_300_arg1)
			return math.sin(math.rad(L_300_arg1))
		end, 0.25)
		L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_301_arg1)
			return math.sin(math.rad(L_301_arg1))
		end, 0.25)
		if not L_65_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(1, -0.5, 0)
			}):Play()
		elseif L_65_ then
			if L_93_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(1, -1.5, 0)
				}):Play()
			end
		end;
	end
end

function LeanLeft()
	if L_93_ ~= 2 then
		L_115_:FireServer("LeanLeft")
		L_133_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_302_arg1)
			return math.sin(math.rad(L_302_arg1))
		end, 0.25)
		L_133_(L_10_, nil, nil, function(L_303_arg1)
			return math.sin(math.rad(L_303_arg1))
		end, 0.25)
		L_133_(L_11_,  nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_304_arg1)
			return math.sin(math.rad(L_304_arg1))
		end, 0.25)
		L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_305_arg1)
			return math.sin(math.rad(L_305_arg1))
		end, 0.25)
		if not L_65_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(-1, -0.5, 0)
			}):Play()
		elseif L_65_ then
			if L_93_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(-1, -1.5, 0)
				}):Play()
			end
		end;
	end
end

function Unlean()
	if L_93_ ~= 2 then
		L_115_:FireServer("Unlean")
		L_133_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_306_arg1)
			return math.sin(math.rad(L_306_arg1))
		end, 0.25)
		L_133_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_307_arg1)
			return math.sin(math.rad(L_307_arg1))
		end, 0.25)
		L_133_(L_11_,  nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_308_arg1)
			return math.sin(math.rad(L_308_arg1))
		end, 0.25)
		if L_6_:FindFirstChild('Clone') then
			L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_309_arg1)
				return math.sin(math.rad(L_309_arg1))
			end, 0.25)
		end
		if not L_65_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(0, 0, 0)
			}):Play()
		elseif L_65_ then
			if L_93_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(0, -1, 0)
				}):Play()
			end
		end;
	end
end

local L_168_ = false

L_110_.InputBegan:connect(function(L_310_arg1, L_311_arg2)
	if not L_311_arg2 and L_15_ == true then
		if L_15_ then
			if L_310_arg1.KeyCode == Enum.KeyCode.C or L_310_arg1.KeyCode == Enum.KeyCode.ButtonB then
				if L_93_ == 0 and not L_67_ and L_15_ then
					L_93_ = 1
					Crouch()

					L_94_ = false
					L_96_ = true
					L_95_ = false
				elseif L_93_ == 1 and not L_67_ and L_15_ then
					L_93_ = 2
					Prone()

					L_96_ = false
					L_94_ = true
					L_95_ = false
					L_168_ = true
				end
			end

			if L_310_arg1.KeyCode == Enum.KeyCode.X or L_310_arg1.KeyCode == Enum.KeyCode.ButtonY then
				if L_93_ == 2 and not L_67_ and L_15_ then
					L_168_ = false
					L_93_ = 1
					Crouch()

					L_94_ = false
					L_96_ = true
					L_95_ = false
				elseif L_93_ == 1 and not L_67_ and L_15_ then
					L_93_ = 0
					Stand()

					L_94_ = false
					L_96_ = false
					L_95_ = true
				end
			end
		end
	end
end)


Prompt:
--[[
	A utility used to create a function spy that can be used to robustly test
	that functions are invoked the correct number of times and with the correct
	number of arguments.

	This should only be used in tests.
]]

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

local function createSpy(inner)
	local self = {}
	self.callCount = 0
	self.values = {}
	self.valuesLength = 0
	self.value = function(...)
		self.callCount = self.callCount + 1
		self.values = { ... }
		self.valuesLength = select("#", ...)

		if inner ~= nil then
			return inner(...)
		end
		return nil
	end

	self.assertCalledWith = function(_, ...)
		local len = select("#", ...)

		if self.valuesLength ~= len then
			error(("Expected %d arguments, but was called with %d arguments"):format(self.valuesLength, len), 2)
		end

		for i = 1, len do
			local expected = select(i, ...)

			assert(self.values[i] == expected, "value differs")
		end
	end

	self.assertCalledWithDeepEqual = function(_, ...)
		local len = select("#", ...)

		if self.valuesLength ~= len then
			error(("Expected %d arguments, but was called with %d arguments"):format(self.valuesLength, len), 2)
		end

		for i = 1, len do
			local expected = select(i, ...)

			assertDeepEqual(self.values[i], expected)
		end
	end

	self.captureValues = function(_, ...)
		local len = select("#", ...)
		local result = {}

		assert(self.valuesLength == len, "length of expected values differs from stored values")

		for i = 1, len do
			local key = select(i, ...)
			result[key] = self.values[i]
		end

		return result
	end

	setmetatable(self, {
		__index = function(_, key)
			error(("%q is not a valid member of spy"):format(key))
		end,
	})

	return self
end

return createSpy


Prompt: --// Recoil Settings

Response:
	gunrecoil = -0.75; -- How much the gun recoils backwards when not aiming
	camrecoil = 1.1; -- How much the camera flicks when not aiming
	AimGunRecoil = -0.6; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 1; -- How much the camera flicks when aiming

	CamShake = 1; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 1; -- THIS IS ALSO NEW!!!!

	Kickback = 6; -- Upward gun rotation when not aiming
	AimKickback = 2; -- Upward gun rotation when aiming


Prompt: -- these accept or return opcodes in the form of string names

Response:
function luaP:GET_OPCODE(i) return self.ROpCode[i.OP] end
function luaP:SET_OPCODE(i, o) i.OP = self.OpCode[o] end

function luaP:GETARG_A(i) return i.A end
function luaP:SETARG_A(i, u) i.A = u end

function luaP:GETARG_B(i) return i.B end
function luaP:SETARG_B(i, b) i.B = b end

function luaP:GETARG_C(i) return i.C end
function luaP:SETARG_C(i, b) i.C = b end

function luaP:GETARG_Bx(i) return i.Bx end
function luaP:SETARG_Bx(i, b) i.Bx = b end

function luaP:GETARG_sBx(i) return i.Bx - self.MAXARG_sBx end
function luaP:SETARG_sBx(i, b) i.Bx = b + self.MAXARG_sBx end

function luaP:CREATE_ABC(o,a,b,c)
  return {OP = self.OpCode[o], A = a, B = b, C = c}
end

function luaP:CREATE_ABx(o,a,bc)
  return {OP = self.OpCode[o], A = a, Bx = bc}
end


Prompt:
--[[
	CLIMAXIMUS's Saving Script.
	Equipped with the best of scripting.
	( Must be put in ServerScriptService(Reccomended!) or workspace. )
]]

Response:
--

gameStats = { --[[ <-- Player can save his stats on command ]]
	["DoChat?"] = {
		["DoIt?"] = true;
		["Keywords"] = {
			"/save"; "/ save";
			":save"; ": save"
		}
	};
	["DoMessages?"] = false; --[[ <-- Reminder of saving/loading ]]
	["IsAnObby?"] = false; --[[ <-- Respawns the character to fix loading ]]
	saveType = {
		["Normal?"] = true; --[[ <-- Set to false if other ]]
		["SavingList?"] = { --[[ <-- Specific wanted admins ]]
			["DoIt?"] = false;
			theList = {
				"Name1";
				"Name2";
				"Name3"
			}
		};
		["BestFriends?"] = false; --[[ <-- Best friends of your's only. ]]
		["Friends?"] = false; --[[ <-- Friends of your's only. ]]
		["OwnerOnly?"] = false; --[[ <-- Only you have saving stats ]]
		["Gamepass?"] = { --[[ <-- Needs a gamepass to save ]]
			["DoIt?"] = false;
			["GamepassId"] = 000000
		};
		["Asset/Item?"] = { --[[ Such as a T-Shirt ]]
			["DoIt?"] = false;
			["AssetId"] = 000000
		}
	};
}


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 4.00			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	4.00		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		7.00		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		6.00		,
		--[[ 3 ]]		5.00		,
		--[[ 4 ]]		4.00		,
		--[[ 5 ]]		3.00		,
		--[[ 6 ]]		2.00		,
		--[[ 7 ]]       1.00
	}
	Tune.FDMult			= 10			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Response:
HealPart.Touched:Connect(function(HitPart)
	local Player = Players:GetPlayerFromCharacter(HitPart.Parent)
	local Humanoid = HitPart.Parent:FindFirstChild("Humanoid")

	if Player and Humanoid then
		local Magnitude = (HitPart.Parent:GetPivot().Position - HealPart.Position).Magnitude

		if Magnitude < 100 then -- The client can move this with them on the client-side, and touch events will still pass. Just makes it a tiny bit more tedious, cause then they'd have to TP :3
			if Cooldown[Player] then
				return
			end
			Cooldown[Player] = true

			Humanoid.Health = Humanoid.MaxHealth
			Fountain.Healed:FireClient(Player, workspace:GetServerTimeNow())

			task.wait(Timer)
			Cooldown[Player] = nil
		end
	end
end)


Prompt:
--local part,pos,norm,mat = workspace:FindPartOnRay(ray,shelly)
--shelly:MoveTo(Vector3.new(shelly.PrimaryPart.Position.X,pos.Y+2.25,shelly.PrimaryPart.Position.Z))
--bp.Position = Vector3.new(bp.Position.X,pos.Y+2.25,bp.Position.Z)

Response: until (shelly.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >15


Prompt:
--Script by UnActivatedWindows10 (nullerror404deleted)
--Have fun using this!


Prompt: --p.Ground(part"because cframe and position", zone size, size of part, number how many part spawn, time delay and remove)


Prompt:
--[[
	Keyboard Character Control - This module handles controlling your avatar from a keyboard

	2018 PlayerScripts Update - AllYourBlox
--]]


Prompt:
--[=[
	@private
	@class StaticLegacyLoader
]=]

Response:
local loader = script.Parent
local ScriptInfoUtils = require(script.Parent.ScriptInfoUtils)
local LoaderUtils = require(script.Parent.LoaderUtils)
local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils)

local StaticLegacyLoader = {}
StaticLegacyLoader.ClassName = "StaticLegacyLoader"
StaticLegacyLoader.__index = StaticLegacyLoader

function StaticLegacyLoader.new()
	local self = setmetatable({
		_packageLookups = {};
	}, StaticLegacyLoader)

	return self
end

function StaticLegacyLoader:__call(value)
	return self:Require(value)
end

function StaticLegacyLoader:Lock()
	error("Cannot start loader while not running")
end

function StaticLegacyLoader:Require(root, value)
	if type(value) == "number" then
		return require(value)
	elseif type(value) == "string" then
		-- use very slow module recovery mechanism
		local module = self:_findModule(root, value)
		if module then
			self:_ensureFakeLoader(module)
			return require(module)
		else
			error("Error: Library '" .. tostring(value) .. "' does not exist.", 2)
		end
	elseif typeof(value) == "Instance" and value:IsA("ModuleScript") then
		return require(value)
	else
		error(("Error: module must be a string or ModuleScript, got '%s' for '%s'")
			:format(typeof(value), tostring(value)))
	end
end

function StaticLegacyLoader:_findModule(root, name)
	assert(typeof(root) == "Instance", "Bad root")
	assert(type(name) == "string", "Bad name")

	-- Implement the node_modules recursive find algorithm
	local packageRoot = self:_findPackageRoot(root)
	while packageRoot do
		-- Build lookup
		local highLevelLookup = self:_getOrCreateLookup(packageRoot)
		if highLevelLookup[name] then
			return highLevelLookup[name]
		end

		-- Ok, search our package dependencies
		local dependencies = packageRoot:FindFirstChild(ScriptInfoUtils.DEPENDENCY_FOLDER_NAME)
		if dependencies then
			for _, instance in pairs(dependencies:GetChildren()) do
				if instance:IsA("Folder") and instance.Name:sub(1, 1) == "@" then
					for _, child in pairs(instance:GetChildren()) do
						local lookup = self:_getPackageFolderLookup(child)
						if lookup[name] then
							return lookup[name]
						end
					end
				else
					local lookup = self:_getPackageFolderLookup(instance)
					if lookup[name] then
						return lookup[name]
					end
				end
			end
		end

		-- We failed to find anything... search up a level...
		packageRoot = self:_findPackageRoot(packageRoot)
	end

	return nil
end

function StaticLegacyLoader:GetLoader(moduleScript)
	assert(typeof(moduleScript) == "Instance", "Bad moduleScript")

	return setmetatable({}, {
		__call = function(_self, value)
			return self:Require(moduleScript, value)
		end;
		__index = function(_self, key)
			return self:Require(moduleScript, key)
		end;
	})
end

function StaticLegacyLoader:_getPackageFolderLookup(instance)
	if instance:IsA("ObjectValue") then
		if instance.Value then
			return self:_getOrCreateLookup(instance.Value)
		else
			warn("[StaticLegacyLoader] - Bad link in packageFolder")
			return {}
		end
	elseif instance:IsA("Folder") then
		return self:_getOrCreateLookup(instance)
	elseif instance:IsA("ModuleScript") then
		return self:_getOrCreateLookup(instance)
	else
		warn(("Unknown instance %q (%s) in dependencyFolder - %q")
			:format(instance.Name, instance.ClassName, instance:GetFullName()))
		return {}
	end
end

function StaticLegacyLoader:_getOrCreateLookup(packageFolderOrModuleScript)
	assert(typeof(packageFolderOrModuleScript) == "Instance", "Bad packageFolderOrModuleScript")

	if self._packageLookups[packageFolderOrModuleScript] then
		return self._packageLookups[packageFolderOrModuleScript]
	end

	local lookup = {}

	self:_buildLookup(lookup, packageFolderOrModuleScript)

	self._packageLookups[packageFolderOrModuleScript] = lookup
	return lookup
end

function StaticLegacyLoader:_buildLookup(lookup, instance)
	if instance:IsA("Folder") then
		if instance.Name ~= ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then
			for _, item in pairs(instance:GetChildren()) do
				self:_buildLookup(lookup, item)
			end
		end
	elseif instance:IsA("ModuleScript") then
		lookup[instance.Name] = instance
	end
end

function StaticLegacyLoader:_findPackageRoot(instance)
	assert(typeof(instance) == "Instance", "Bad instance")

	local current = instance.Parent

	while current and current ~= game do
		if LoaderUtils.isPackage(current) then
			return current
		else
			current = current.Parent
		end
	end

	return nil
end

function StaticLegacyLoader:_ensureFakeLoader(module)
	assert(typeof(module) == "Instance", "Bad module")

	local parent = module.Parent
	if not parent then
		warn("[StaticLegacyLoader] - No parent")
		return
	end

	-- NexusUnitTest
	-- luacheck: ignore
	-- selene: allow(undefined_variable)
	local shouldBeArchivable = Load and true or false

	-- Already have link
	local found = parent:FindFirstChild("loader")
	if found then
		if BounceTemplateUtils.isBounceTemplate(found) then
			found.Archivable = shouldBeArchivable
		end

		return
	end

	local link = BounceTemplateUtils.create(loader, "loader")
	link.Archivable = shouldBeArchivable
	link.Parent = parent
end

return StaticLegacyLoader


Prompt:
--[=[
	@param thumbstick Enum.KeyCode
	@param deadzoneThreshold number?
	@return Vector2
	Gets the position of the given thumbstick. The two thumbstick
	KeyCodes are `Enum.KeyCode.Thumbstick1` and `Enum.KeyCode.Thumbstick2`.

	If `deadzoneThreshold` is not included, the `DefaultDeadzone` value is
	used instead.

	```lua
	local leftThumbstick = gamepad:GetThumbstick(Enum.KeyCode.Thumbstick1)
	print("Left thumbstick position", leftThumbstick)
	```
]=]

Response:
function Gamepad:GetThumbstick(thumbstick: Enum.KeyCode, deadzoneThreshold: number?): Vector2
	local pos = self.State[thumbstick].Position
	local deadzone = deadzoneThreshold or self.DefaultDeadzone
	return Vector2.new(
		ApplyDeadzone(pos.X, deadzone),
		ApplyDeadzone(pos.Y, deadzone)
	)
end


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

Response:
script.Parent.RemoteEvent.OnClientEvent:Connect(function()
	local v1 = script.Parent.WeightImage:Clone();
	v1.Parent = script.Parent;
	v1:TweenPosition(UDim2.new(0.7, 0, 0.5, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.5, true);
	v1.Visible = true;
	game:GetService("Debris"):AddItem(v1, 1);
	coroutine.resume(coroutine.create(function()
		for v2 = 1, 15 do
			game.Players.LocalPlayer.Character.Humanoid.CameraOffset = Vector3.new(math.random(-100, 100) / 1000, math.random(-100, 100) / 1000, math.random(-100, 100) / 1000);
			wait();
		end;
		game.Players.LocalPlayer.Character.Humanoid.CameraOffset = Vector3.new(0, 0, 0);
	end));
	while wait() do
		v1.Rotation = v1.Rotation + 10;
	end;
end);
game.ReplicatedStorage.Hit.OnClientEvent:Connect(function(p1)
	script.Parent.Hit.Text = "Hit " .. p1;
	script.Parent.Hit.Visible = true;
	workspace.Ding:Play();
	for v3 = 1, 10 do
		script.Parent.Hit.Rotation = 5;
		wait(0.1);
		script.Parent.Hit.Rotation = -5;
		wait(0.1);
	end;
	script.Parent.Hit.Rotation = 0;
	script.Parent.Hit.Visible = false;
end);


Prompt: ---Controller

Response:
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0

local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
	if Controller then
		if input.KeyCode ==Enum.KeyCode.ButtonX then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonX=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonX=0
			end
		elseif input.KeyCode ==Enum.KeyCode.ButtonY then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonY=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonY=0
			end
		elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonL1=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonL1=0
			end
		elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonR1=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonR1=0
			end
		elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
			if input.UserInputState == Enum.UserInputState.Begin then
				DPadUp=1
			elseif input.UserInputState == Enum.UserInputState.End then
				DPadUp=0
			end
		elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonR3=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonR3=0
			end
		end
		if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
			if input.KeyCode == Enum.KeyCode.Thumbstick1 then
				LStickX = input.Position.X
			elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
				RStickX = input.Position.X
				RStickY = input.Position.Y
			elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
				RTriggerValue = input.Position.Z
			elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
				LTriggerValue = input.Position.Z
			end
		end
	end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)

car.DriveSeat.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" then
		for i,v in pairs(Binded) do
			run:UnbindFromRenderStep(v)
		end
		workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
		workspace.CurrentCamera.FieldOfView=70
		player.CameraMaxZoomDistance=200
	end
end)

function Camera()
	local cam=workspace.CurrentCamera
	local intcam=false
	local CRot=0
	local CBack=0
	local CUp=0
	local mode=0
	local look=0
	local camChange = 0
	local function CamUpdate()
		if not pcall (function()
			if camChange==0 and DPadUp==1 then
				intcam = not intcam
			end
			camChange=DPadUp
			if mode==1 then
				if math.abs(RStickX)>.1 then
					local sPos=1
					if RStickX<0 then sPos=-1 end
					if intcam then
						CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
					else
						CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
					end
				else
					CRot=0
				end
				if math.abs(RStickY)>.1 then
					local sPos=1
					if RStickY<0 then sPos=-1 end
					if intcam then
						CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
					else
						CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
					end
				else
					CUp=0
				end
			else
				if CRot>look then
					CRot=math.max(look,CRot-20)
				elseif CRot<look then
					CRot=math.min(look,CRot+20)
				end
				CUp=0
			end
			if intcam then
				CBack=0
			else
				CBack=-180*ButtonR3
			end
			if intcam then
				cam.CameraSubject=player.Character.Humanoid
				cam.CameraType=Enum.CameraType.Scriptable
				cam.FieldOfView=70 + car.DriveSeat.Velocity.Magnitude/40
				player.CameraMaxZoomDistance=5
				local cf=car.Body.Cam.CFrame
				if ButtonR3==1 then
					cf=car.Body.RCam.CFrame
				end
				cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
			else
				cam.CameraSubject=car.DriveSeat
				cam.FieldOfView=70
				if mode==0 then
					cam.CameraType=Enum.CameraType.Custom
					player.CameraMaxZoomDistance=400
					run:UnbindFromRenderStep("CamUpdate")
				else
					cam.CameraType = "Scriptable"
					local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
					local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
					cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
				end
			end
		end) then
			cam.FieldOfView=70
			cam.CameraSubject=player.Character.Humanoid
			cam.CameraType=Enum.CameraType.Custom
			player.CameraMaxZoomDistance=400
			run:UnbindFromRenderStep("CamUpdate")
		end
	end
	local function ModeChange()
		if GMode~=mode then
			mode=GMode
			run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
		end
	end
	mouse.KeyDown:connect(function(key)
		if key=="z" then
			look=50
		elseif key=="x" then
			if intcam then
				look=-160
			else
				look=-180
			end
		elseif key=="c" then
			look=-50
		elseif key=="v" then
			run:UnbindFromRenderStep("CamUpdate")
			intcam=not intcam
			run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
		end
	end)
	mouse.KeyUp:connect(function(key)
		if key=="z" and look==50 then
			look=0
		elseif key=="x" and (look==-160 or look==-180) then
			look=0
		elseif key=="c" and look==-50 then
			look=0
		end
	end)
	run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
	table.insert(Binded,"CamUpdate")
	table.insert(Binded,"CMChange")
end
Camera()

mouse.KeyDown:connect(function(key)
	if key=="b" then
		if GMode>=1 then
			GMode=0
		else
			GMode=GMode+1
		end
		if GMode==1 then
			Controller=true
		else
			Controller=false
		end
	end
end)


Prompt: --//White List

Response:
local settings = require(module)
game.Players.PlayerAdded:Connect(function(player)
	local canUse = true
	if #settings.WhiteList > 0 then --There is a whitelist
		canUse = false
		for _,id in pairs(settings.WhiteList) do
			if id == player.UserId then
				canUse = true
				break
			end
		end
	end

	--Give player the local script
	if canUse then
		player.CharacterAdded:Connect(function(char)
			script["DoubleJump - Local"]:Clone().Parent = char
		end)
		if player.Character then
			script["DoubleJump - Local"]:Clone().Parent = player.Character
		end
	end
end)


Prompt:
-- This module enables you to place Zone wherever you like within the data model while
-- still enabling third-party applications (such as HDAdmin/Nanoblox) to locate it
-- This is necessary to prevent two ZonePlus applications initiating at runtime which would
-- diminish it's overall efficiency

Response:
local replicatedStorage = game:GetService("ReplicatedStorage")
local ZonePlusReference = {}

function ZonePlusReference.addToReplicatedStorage()
    local existingItem = replicatedStorage:FindFirstChild(script.Name)
    if existingItem then
        return false
    end
    local objectValue = Instance.new("ObjectValue")
    objectValue.Name = script.Name
    objectValue.Value = script.Parent
    objectValue.Parent = replicatedStorage
    local locationValue = Instance.new("BoolValue")
    locationValue.Name = (game:GetService("RunService"):IsClient() and "Client") or "Server"
    locationValue.Value = true
    locationValue.Parent = objectValue
    return objectValue
end

function ZonePlusReference.getObject()
    local objectValue = replicatedStorage:FindFirstChild(script.Name)
    if objectValue then
        return objectValue
    end
    return false
end

return ZonePlusReference


Prompt: --Both

Response:
local Loudness = 9 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also)

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

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

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

if not _Tune.Engine then return end
handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)
handler:FireServer("newSound","Whine",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true)
handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)
handler:FireServer("playSound","Whistle")
handler:FireServer("playSound","Whine")
car.DriveSeat:WaitForChild("Whistle")
car.DriveSeat:WaitForChild("Whine")
car.DriveSeat:WaitForChild("BOV")
local ticc = tick()
local _TCount = 0
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end

while wait() do
	local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2)
	--(script.Parent.Values.RPM.Value/_Tune.Redline)
	local WP,WV,BP,BV,HP,HV = 0

	BOVact = math.floor(psi*20)
	if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Double" then
		WP = (psi)
		WV = (psi/4)*Loudness

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

		if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end
		if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end
	elseif _Tune.Aspiration == "Super" then
		psi = psi/2
		HP = (script.Parent.Values.RPM.Value/_Tune.Redline)*Whine_Pitch
		HV = (psi/4)*Loudness
	end

	handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV)
	handler:FireServer("updateSound","Whine",script.Whine.SoundId,HP,HV)
	handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV)

	if (tick()-ticc) >= 0.1 then
		BOVact2 = math.floor(psi*20)
		ticc = tick()
	end
end


Prompt: --// Events

Response:
local L_107_ = L_20_:WaitForChild('Equipped')
local L_108_ = L_20_:WaitForChild('ShootEvent')
local L_109_ = L_20_:WaitForChild('DamageEvent')
local L_110_ = L_20_:WaitForChild('CreateOwner')
local L_111_ = L_20_:WaitForChild('Stance')
local L_112_ = L_20_:WaitForChild('HitEvent')
local L_113_ = L_20_:WaitForChild('KillEvent')
local L_114_ = L_20_:WaitForChild('AimEvent')
local L_115_ = L_20_:WaitForChild('ExploEvent')
local L_116_ = L_20_:WaitForChild('AttachEvent')
local L_117_ = L_20_:WaitForChild('ServerFXEvent')
local L_118_ = L_20_:WaitForChild('ChangeIDEvent')


Prompt: --// Services

Response:
local L_12_ = game:GetService('UserInputService')
local L_13_ = game:GetService('RunService')


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

Response:
game.Workspace.DoorValues.BackMoving.Value = true
wait(0.1)
until game.Workspace.DoorValues.BackClose.Value=="0" --how much you want to open - the lower the number, the wider the door opens.
end
game.Workspace.DoorValues.Moving.Value = false
end
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt: --Other

Response:
neck = part:findFirstChild("Neck")
hum = char:findFirstChild("Humanoid")


Response:
local humanoidControl = {};
local humanoidControl_mt = {__index = humanoidControl};

function humanoidControl.new(player)
	local self = {};

	self.character = player.Character;
	self.humanoid = self.character:WaitForChild("Humanoid");
	self.hrp = self.character:WaitForChild("HumanoidRootPart");

	self._lockedMoveVector = self.humanoid.MoveDirection;
	self._forcedMoveVector = self.humanoid.MoveDirection;
	self._mode = Enum.HumanoidControlType.Default;

	return setmetatable(self, humanoidControl_mt);
end


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

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

Cooldown = 0.3 -- cooldown for use of the tool again

BoneModelName = "Souls thunder" -- name the zone model

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


Prompt:
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
-- Next, if userCameraCreator is passed in, that is used as the cameraCreator

Response:
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType: Enum.CameraType?)
	local newCameraCreator = nil

	if legacyCameraType~=nil then
		--[[
			This function has been passed a CameraType enum value. Some of these map to the use of
			the LegacyCamera module, the value "Custom" will be translated to a movementMode enum
			value based on Dev and User settings, and "Scriptable" will disable the camera controller.
		--]]

		if legacyCameraType == Enum.CameraType.Scriptable then
			if self.activeCameraController then
				self.activeCameraController:Enable(false)
				self.activeCameraController = nil
			end
			return

		elseif legacyCameraType == Enum.CameraType.Custom then
			cameraMovementMode = self:GetCameraMovementModeFromSettings()

		elseif legacyCameraType == Enum.CameraType.Track then
			-- Note: The TrackCamera module was basically an older, less fully-featured
			-- version of ClassicCamera, no longer actively maintained, but it is re-implemented in
			-- case a game was dependent on its lack of ClassicCamera's extra functionality.
			cameraMovementMode = Enum.ComputerCameraMovementMode.Classic

		elseif legacyCameraType == Enum.CameraType.Follow then
			cameraMovementMode = Enum.ComputerCameraMovementMode.Follow

		elseif legacyCameraType == Enum.CameraType.Orbital then
			cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital

		elseif legacyCameraType == Enum.CameraType.Attach or
			   legacyCameraType == Enum.CameraType.Watch or
			   legacyCameraType == Enum.CameraType.Fixed then
			newCameraCreator = LegacyCamera
		else
			warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType)
		end
	end

	if not newCameraCreator then
		if VRService.VREnabled then
			newCameraCreator = VRCamera
		elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or
			cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or
			cameraMovementMode == Enum.ComputerCameraMovementMode.Default or
			cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle then
			newCameraCreator = ClassicCamera
		elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then
			newCameraCreator = OrbitalCamera
		else
			warn("ActivateCameraController did not select a module.")
			return
		end
	end

	local isVehicleCamera = self:ShouldUseVehicleCamera()
	if isVehicleCamera then
		if VRService.VREnabled then
			newCameraCreator = VRVehicleCamera
		else
			newCameraCreator = VehicleCamera
		end
	end

	-- Create the camera control module we need if it does not already exist in instantiatedCameraControllers
	local newCameraController
	if not instantiatedCameraControllers[newCameraCreator] then
		newCameraController = newCameraCreator.new()
		instantiatedCameraControllers[newCameraCreator] = newCameraController
	else
		newCameraController = instantiatedCameraControllers[newCameraCreator]
		if newCameraController.Reset then
			newCameraController:Reset()
		end
	end

	if self.activeCameraController then
		-- deactivate the old controller and activate the new one
		if self.activeCameraController ~= newCameraController then
			self.activeCameraController:Enable(false)
			self.activeCameraController = newCameraController
			self.activeCameraController:Enable(true)
		elseif not self.activeCameraController:GetEnabled() then
			self.activeCameraController:Enable(true)
		end
	elseif newCameraController ~= nil then
		-- only activate the new controller
		self.activeCameraController = newCameraController
		self.activeCameraController:Enable(true)
	end

	if self.activeCameraController then
		if cameraMovementMode~=nil then
			self.activeCameraController:SetCameraMovementMode(cameraMovementMode)
		elseif legacyCameraType~=nil then
			-- Note that this is only called when legacyCameraType is not a type that
			-- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera
			self.activeCameraController:SetCameraType(legacyCameraType)
		end
	end
end


Prompt:
--[[

	CameraShaker.CameraShakeInstance

	cameraShaker = CameraShaker.new(renderPriority, callbackFunction)

	CameraShaker:Start()
	CameraShaker:Stop()
	CameraShaker:StopSustained([fadeOutTime])
	CameraShaker:Shake(shakeInstance)
	CameraShaker:ShakeSustain(shakeInstance)
	CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence])
	CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence])

	EXAMPLE:

		local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame)
			camera.CFrame = playerCFrame * shakeCFrame
		end)

		camShake:Start()

		-- Explosion shake:
		camShake:Shake(CameraShaker.Presets.Explosion)

		wait(1)

		-- Custom shake:
		camShake:ShakeOnce(3, 1, 0.2, 1.5)

		-- Sustained shake:
		camShake:ShakeSustain(CameraShaker.Presets.Earthquake)

		-- Stop all sustained shakes:
		camShake:StopSustained(1) -- Argument is the fadeout time (defaults to the same as fadein time if not supplied)

		-- Stop only one sustained shake:
		shakeInstance = camShake:ShakeSustain(CameraShaker.Presets.Earthquake)
		wait(2)
		shakeInstance:StartFadeOut(1) -- Argument is the fadeout time

	NOTE:

		This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written
		permission by the developer, Road Turtle Games, to port this to Roblox.

		Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148

		GitHub repository: https://github.com/Sleitnick/RbxCameraShaker

--]]

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

local profileBegin = debug.profilebegin
local profileEnd = debug.profileend
local profileTag = "CameraShakerUpdate"

local V3 = Vector3.new
local CF = CFrame.new
local ANG = CFrame.Angles
local RAD = math.rad
local v3Zero = V3()

local CameraShakeInstance = require(script.CameraShakeInstance)
local CameraShakeState = CameraShakeInstance.CameraShakeState

local defaultPosInfluence = V3(0.15, 0.15, 0.15)
local defaultRotInfluence = V3(1, 1, 1)

CameraShaker.CameraShakeInstance = CameraShakeInstance

function CameraShaker.new(renderPriority, callback)

	assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)")
	assert(type(callback) == "function", "Callback must be a function")

	local self = setmetatable({
		_running = false;
		_renderName = "CameraShaker";
		_renderPriority = renderPriority;
		_posAddShake = v3Zero;
		_rotAddShake = v3Zero;
		_camShakeInstances = {};
		_removeInstances = {};
		_callback = callback;
	}, CameraShaker)

	return self

end

function CameraShaker:Start()
	if (self._running) then return end
	self._running = true
	local callback = self._callback
	game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt)
		profileBegin(profileTag)
		local cf = self:Update(dt)
		profileEnd()
		callback(cf)
	end)
end

function CameraShaker:Stop()
	if (not self._running) then return end
	game:GetService("RunService"):UnbindFromRenderStep(self._renderName)
	self._running = false
end

function CameraShaker:StopSustained(duration)
	for _,c in pairs(self._camShakeInstances) do
		if (c.fadeOutDuration == 0) then
			c:StartFadeOut(duration or c.fadeInDuration)
		end
	end
end

function CameraShaker:Update(dt)
	dt = math.clamp(dt, 0, .6)

	local posAddShake = v3Zero
	local rotAddShake = v3Zero

	local instances = self._camShakeInstances

	-- Update all instances:
	for i = 1,#instances do

		local c = instances[i]
		local state = c:GetState()

		if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then
			self._removeInstances[#self._removeInstances + 1] = i
		elseif (state ~= CameraShakeState.Inactive) then
			local shake = c:UpdateShake(dt)
			posAddShake = posAddShake + (shake * c.PositionInfluence)
			rotAddShake = rotAddShake + (shake * c.RotationInfluence)
		end

	end

	-- Remove dead instances:
	for i = #self._removeInstances,1,-1 do
		local instIndex = self._removeInstances[i]
		table.remove(instances, instIndex)
		self._removeInstances[i] = nil
	end

	return CF(posAddShake) *
			ANG(0, RAD(rotAddShake.Y), 0) *
			ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z))

end

function CameraShaker:Shake(shakeInstance)
	assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance")
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end

function CameraShaker:ShakeSustain(shakeInstance)
	assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance")
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	shakeInstance:StartFadeIn(shakeInstance.fadeInDuration)
	return shakeInstance
end

function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence)
	local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime)
	shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence)
	shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence)
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end

function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence)
	local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime)
	shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence)
	shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence)
	shakeInstance:StartFadeIn(fadeInTime)
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance
	return shakeInstance
end

return CameraShaker


Prompt: -- model  by CatLeoYT XD --

Response:
local Tool = script.Parent
local speedforsmoke = 10

local CoilSound = Tool.Handle:WaitForChild("CoilSound")

Tool.Equipped:connect(function()
	local Handle = Tool:WaitForChild("Handle")
	local HRP = Tool.Parent:FindFirstChild("HumanoidRootPart")
	local Human = Tool.Parent:FindFirstChild("Humanoid")
	CoilSound:Play()
	Human.WalkSpeed = Human.WalkSpeed * Tool.SpeedBoostScript.SpeedMultiplier.Value
end)

Tool.Unequipped:Connect(function()
	local player = script.Parent.Parent.Parent

	player.Character.Humanoid.WalkSpeed = 16
end)


Prompt: -- INSTANCES --

Response:
local Ore = script:WaitForChild("Ore")
local PriceUI = script:WaitForChild("Price")


Prompt: -- Convenient syntax for creating a tree of instanes

Response:
local function create(className: string)
	return function(props)
		local inst = Instance.new(className)
		local parent = props.Parent
		props.Parent = nil
		for name, val in pairs(props) do
			if type(name) == "string" then
				inst[name] = val
			else
				val.Parent = inst
			end
		end
		-- Only set parent after all other properties are initialized
		inst.Parent = parent
		return inst
	end
end

local initialized = false

local uiRoot: any
local toast
local toastIcon
local toastUpperText
local toastLowerText

local function initializeUI()
	assert(not initialized, "initializeUI called when already initialized")

	uiRoot = create("ScreenGui"){
		Name = "RbxCameraUI",
		AutoLocalize = false,
		Enabled = true,
		DisplayOrder = -1, -- Appears behind default developer UI
		IgnoreGuiInset = false,
		ResetOnSpawn = false,
		ZIndexBehavior = Enum.ZIndexBehavior.Sibling,

		create("ImageLabel"){
			Name = "Toast",
			Visible = false,
			AnchorPoint = Vector2.new(0.5, 0),
			BackgroundTransparency = 1,
			BorderSizePixel = 0,
			Position = UDim2.new(0.5, 0, 0, 8),
			Size = TOAST_CLOSED_SIZE,
			Image = "rbxasset://textures/ui/Camera/CameraToast9Slice.png",
			ImageColor3 = TOAST_BACKGROUND_COLOR,
			ImageRectSize = Vector2.new(6, 6),
			ImageTransparency = 1,
			ScaleType = Enum.ScaleType.Slice,
			SliceCenter = Rect.new(3, 3, 3, 3),
			ClipsDescendants = true,

			create("Frame"){
				Name = "IconBuffer",
				BackgroundTransparency = 1,
				BorderSizePixel = 0,
				Position = UDim2.new(0, 0, 0, 0),
				Size = UDim2.new(0, 80, 1, 0),

				create("ImageLabel"){
					Name = "Icon",
					AnchorPoint = Vector2.new(0.5, 0.5),
					BackgroundTransparency = 1,
					Position = UDim2.new(0.5, 0, 0.5, 0),
					Size = UDim2.new(0, 48, 0, 48),
					ZIndex = 2,
					Image = "rbxasset://textures/ui/Camera/CameraToastIcon.png",
					ImageColor3 = TOAST_FOREGROUND_COLOR,
					ImageTransparency = 1,
				}
			},

			create("Frame"){
				Name = "TextBuffer",
				BackgroundTransparency = 1,
				BorderSizePixel = 0,
				Position = UDim2.new(0, 80, 0, 0),
				Size = UDim2.new(1, -80, 1, 0),
				ClipsDescendants = true,

				create("TextLabel"){
					Name = "Upper",
					AnchorPoint = Vector2.new(0, 1),
					BackgroundTransparency = 1,
					Position = UDim2.new(0, 0, 0.5, 0),
					Size = UDim2.new(1, 0, 0, 19),
					Font = Enum.Font.GothamMedium,
					Text = "Camera control enabled",
					TextColor3 = TOAST_FOREGROUND_COLOR,
					TextTransparency = 1,
					TextSize = 19,
					TextXAlignment = Enum.TextXAlignment.Left,
					TextYAlignment = Enum.TextYAlignment.Center,
				},

				create("TextLabel"){
					Name = "Lower",
					AnchorPoint = Vector2.new(0, 0),
					BackgroundTransparency = 1,
					Position = UDim2.new(0, 0, 0.5, 3),
					Size = UDim2.new(1, 0, 0, 15),
					Font = Enum.Font.Gotham,
					Text = "Right mouse button to toggle",
					TextColor3 = TOAST_FOREGROUND_COLOR,
					TextTransparency = 1,
					TextSize = 15,
					TextXAlignment = Enum.TextXAlignment.Left,
					TextYAlignment = Enum.TextYAlignment.Center,
				},
			},
		},

		Parent = PlayerGui,
	}

	toast = uiRoot.Toast
	toastIcon = toast.IconBuffer.Icon
	toastUpperText = toast.TextBuffer.Upper
	toastLowerText = toast.TextBuffer.Lower

	initialized = true
end

local CameraUI: any = {}

do
	-- Instantaneously disable the toast or enable for opening later on. Used when switching camera modes.
	function CameraUI.setCameraModeToastEnabled(enabled: boolean)
		if not enabled and not initialized then
			return
		end

		if not initialized then
			initializeUI()
		end

		toast.Visible = enabled
		if not enabled then
			CameraUI.setCameraModeToastOpen(false)
		end
	end

	local tweenInfo = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)

	-- Tween the toast in or out. Toast must be enabled with setCameraModeToastEnabled.
	function CameraUI.setCameraModeToastOpen(open: boolean)
		assert(initialized)

		TweenService:Create(toast, tweenInfo, {
			Size = open and TOAST_OPEN_SIZE or TOAST_CLOSED_SIZE,
			ImageTransparency = open and TOAST_BACKGROUND_TRANS or 1,
		}):Play()

		TweenService:Create(toastIcon, tweenInfo, {
			ImageTransparency = open and TOAST_FOREGROUND_TRANS or 1,
		}):Play()

		TweenService:Create(toastUpperText, tweenInfo, {
			TextTransparency = open and TOAST_FOREGROUND_TRANS or 1,
		}):Play()

		TweenService:Create(toastLowerText, tweenInfo, {
			TextTransparency = open and TOAST_FOREGROUND_TRANS or 1,
		}):Play()
	end
end

return CameraUI


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

Response:
local v1 = {};
local v2 = require(game.ReplicatedStorage.Modules.Lightning);
local v3 = require(game.ReplicatedStorage.Modules.Xeno);
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__5 = game.TweenService;
local l__Debris__6 = game.Debris;
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function v1.RunStompFx(p1, p2, p3, p4)
	local v7 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone();
	v7.Parent = p2.Parent.UpperTorso and p2;
	v7:Play();
	game.Debris:AddItem(v7, 5);
	local v8 = l__ReplicatedStorage__1.KillFX[p1].Stars:Clone();
	v8.Parent = p2.Parent.UpperTorso and p2;
	v8:Play();
	game.Debris:AddItem(v8, 5);
	local v9 = l__ReplicatedStorage__1.KillFX[p1].Part.AT:Clone();
	v9.Parent = workspace.Terrain;
	v9.WorldPosition = p2.Parent.UpperTorso.Position + Vector3.new(0, 0, 0);
	task.delay(0.2, function()
		for v10, v11 in pairs(v9:GetChildren()) do
			v11.Enabled = false;
		end;
	end);
	local v12 = l__ReplicatedStorage__1.KillFX[p1].Sonny:Clone();
	v12.Parent = workspace.Ignored.Animations;
	v12.CFrame = CFrame.new(p2.Parent.UpperTorso.CFrame.p) * CFrame.new(0, 0.5, 0);
	game.Debris:AddItem(v12, 4);
	delay(0, function()
		for v13 = 1, 0, -0.05 do
			v12.KO.Image.UIGradient.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.5, v13), NumberSequenceKeypoint.new(1, 1) });
			task.wait(0.01);
		end;
		task.wait(1);
		for v14 = 0, 1, 0.025 do
			v12.KO.Image.UIGradient.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.5, v14), NumberSequenceKeypoint.new(1, 1) });
			task.wait(0.01);
		end;
	end);
	task.delay(0.1, function()
		l__ReplicatedStorage__1.KillFX[p1].FireEffect:Clone().Parent = p2.Parent.UpperTorso;
		for v15, v16 in pairs(p2.Parent:GetDescendants()) do
			if v16:IsA("Basepart") and not v16:IsA("MeshPart") then
				v16.Color = Color3.fromRGB(0, 0, 0);
			elseif v16:IsA("Shirt") or v16:IsA("Pants") then
				v16.Color3 = Color3.fromRGB(0, 0, 0);
			elseif v16:IsA("Mesh") then
				v16.VertexColor = Color3.fromRGB(0, 0, 0);
			elseif v16:IsA("MeshPart") then
				v16.TextureID = "";
				v16.Color = Color3.fromRGB(0, 0, 0);
			end;
		end;
	end);
	return nil;
end;
return v1;


Prompt: -- Table used to hold Compat objects in memory.

Response: local strongRefs = {}


Prompt:
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/pretty-format/src/index.ts
-- /**
--  * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
--  *
--  * This source code is licensed under the MIT license found in the
--  * LICENSE file in the root directory of this source tree.
--  */


Prompt:
--[=[
	@tag Component Instance
	@within Component
	@prop Instance Instance

	A reference back to the _Roblox_ instance from within a _component_ instance. When
	a component instance is created, it is bound to a specific Roblox instance, which
	will always be present through the `Instance` property.

	```lua
	MyComponent.Started:Connect(function(component)
		local robloxInstance: Instance = component.Instance
		print("Component is bound to " .. robloxInstance:GetFullName())
	end)
	```
]=]

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

local Signal = require(script.Parent.Signal)
local Symbol = require(script.Parent.Symbol)
local Trove = require(script.Parent.Trove)
local Promise = require(script.Parent.Promise)

local IS_SERVER = RunService:IsServer()
local DEFAULT_ANCESTORS = { workspace, game:GetService("Players") }
local DEFAULT_TIMEOUT = 60


Prompt: --// Module LoadOrder List; Core modules need to be loaded in a specific order; If you create new "Core" modules make sure you add them here or they won't load

Response:
local CORE_LOADING_ORDER = table.freeze {
	--// Nearly all modules rely on these to function
	"Logs";
	"Variables";
	"Functions";

	--// Core functionality
	"Core";
	"Remote";
	"Process";

	--// Misc
	"Admin";
	"HTTP";
	"Anti";
	"Commands";
}


Prompt: -- Get the players set settings

Response:
local plr
local wasEquipped = false
if script.Parent.Parent.ClassName == "Backpack" then
	plr = script.Parent.Parent.Parent
else
	wasEquipped = true
	plr = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
end
local setSkin = game.ReplicatedStorage.RevolverSkins:FindFirstChild(plr.Settings.SetRevolverSkin.Value)


Prompt: --This module is for any client FX related to the lab debris

Response:
local DoorFX = {}

local tweenService = game:GetService("TweenService")

local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)

local InitialModelCFrames = {}

function DoorFX.OPEN(door)
	if not door then return end

	local TweenInf = TweenInfo.new(.5, Enum.EasingStyle.Linear)

	door.PurchaseDoor.Sound:Play()

	local Components = door:GetChildren()
	for _, Component in pairs (Components) do
		if not Component:IsA("Model") then continue end

		local descendants = Component:GetChildren()
		for _, item in pairs (descendants) do
			if item:IsA("BasePart") then
				coroutine.wrap(function()
					tweenService:Create(item, TweenInf, {Transparency = 1}):Play()
				end)()
			end
		end
	end
end

function DoorFX.CLOSE(door)
	if not door then return end

	local Components = door:GetChildren()
	for _, Component in pairs (Components) do
		if Component:IsA("Model") then
			Component.PrimaryPart.CFrame = InitialModelCFrames[Component] or Component.PrimaryPart.CFrame
			--this errors when the module is called for some reason so thats why its like that
		end
	end
end

return DoorFX


Prompt: -- << CONFIGURATION >>

Response:
local rank = "Admin"
local rankType = "Server" -- "Temp", "Server" or "Perm". For more info, visit: https://devforum.roblox.com/t/HD/266932
local successColor = Color3.fromRGB(0,255,0)
local errorColor = Color3.fromRGB(255,0,0)


Prompt:
-- Creates a vector which represents a direction for a projectile to travel based on the cameras CFrame
-- @param CFrame cameraCFrame
-- @return Vector3

Response:
function SpreadSimulator:GetSpreadDirection(cameraCFrame)

	-- Roll random angle
	local randomZ = self.rng:NextNumber(0,360)
	-- Make cframe based on random angle
	local randomAngleCFrame = CFrame.Angles(0,0,-randomZ)
	-- Rotate camera cframe
	local rotatedCFrame = cameraCFrame * randomAngleCFrame
	-- Get a random point based on the circumference
	local randomMagnitude = self.rng:NextNumber(-self.currentSpread,self.currentSpread)/2

	-- Make spread vector based on current spread and the random point on circumference
	local spreadDirection = rotatedCFrame.UpVector * (self.currentSpread * randomMagnitude)

	return cameraCFrame.LookVector * Spread_Distance_From_Camera + spreadDirection

end


Prompt:
--		Killpart.BrickColor = BrickColor.new("Bright red")
--	end
--end)


Prompt:
--	====================
--	INPUTS
--	List of inputs that can be customized
--	====================

Response:
		Keyboard = {
			Reload = Enum.KeyCode.R;
			HoldDown = Enum.KeyCode.H;
			Inspect = Enum.KeyCode.F;
			Switch = Enum.KeyCode.V;
			ToogleAim = Enum.KeyCode.T;
			Melee = Enum.KeyCode.Q;
			AltFire = Enum.KeyCode.C;
		};

		Controller = {
			Fire = Enum.KeyCode.ButtonR1;
			Reload = Enum.KeyCode.ButtonX;
			HoldDown = Enum.KeyCode.DPadUp;
			Inspect = Enum.KeyCode.DPadDown;
			Switch = Enum.KeyCode.DPadRight;
			ToogleAim = Enum.KeyCode.ButtonL1;
			Melee = Enum.KeyCode.ButtonR3;
			AltFire = Enum.KeyCode.DPadRight;
		};


Prompt:
-- ScreenSpace -> WorldSpace. Taking a screen height that you want that object to be
-- and a world height that is the size of that object, and returning the position to
-- put that object at to satisfy those.

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


Prompt: -- Update when the Status signal changes

Response: adPortal:GetPropertyChangedSignal("Status"):Connect(onAdStatusChange)


Prompt:
--script.Parent.Sign.SurfaceGui.TextLabel.Text = "1 Old Univ Av"
--script.Parent.Parent.R1.BusA.Disabled = false
--script.Parent.Parent.R1.BusB.Disabled = true

Response:
end

if script.Parent.Value.Value == 2 then


Response:
	,EnableStatusUI = false				--- Don't disabled it...
	,RunWalkSpeed = 22
	,NormalWalkSpeed = 16
	,SlowPaceWalkSpeed = 8
	,CrouchWalkSpeed = 8
	,ProneWalksSpeed = 4

	,EnableHunger = false				--- Hunger and Thirst system
	,HungerWaitTime = 25

	,CanDrown = false 					--- Welp.. That's it

	,EnableStamina = false 				--- Weapon Sway based on stamina
	,RunValue = 1						--- Stamina consumption
	,StandRecover = .25					--- Stamina recovery while stading
	,CrouchRecover = .5					--- Stamina recovery while crouching
	,ProneRecover = 1					--- Stamina recovery while lying

	,EnableGPS = false					--- GPS shows your allies around you
	,GPSdistance = 150


Prompt: -- Initialize the tool

Response:
local SurfaceTool = {
	Name = 'Surface Tool';
	Color = BrickColor.new 'Bright violet';

	-- Default options
	Surface = 'All';

	-- State
	CurrentSurfaceType = nil;

	-- Signals
	OnSurfaceChanged = Signal.new();
	OnSurfaceTypeChanged = Signal.new();
}

SurfaceTool.ManualText = [[Surface Tool  🛠
Lets you change the surfaces of parts.

TIP: Click a part's surface to select it quickly.]]