Response:
function module:CreateRanks()
	coroutine.wrap(function()

		local ranksInfo = main.signals.RetrieveRanksInfo:InvokeServer()
		local permRanksInfo = ranksInfo.PermRanks
		local ranksToSort = ranksInfo.Ranks
		local permissions = ranksInfo.Permissions

		--Organise ranks
		local rankPositions = {}
		local ranks = {}
		for i, rankDetails in pairs(ranksToSort) do
			local rankId = rankDetails[1]
			local rankName = rankDetails[2]
			table.insert(ranks, 1, {rankId, rankName, {}})
		end
		for i,v in pairs(ranks) do
			rankPositions[v[1]] = i
		end

		for pName, pDetails in pairs(permissions) do
			--Owner
			if pName == "owner" and rankPositions[8] then
				local ownerRankDetail = ranks[rankPositions[8]]
				table.insert(ownerRankDetail[3], {main.ownerName, "Owner", main:GetModule("cf"):GetUserImage(main.ownerId)})
			--SpecificUsers and PermRanks
			elseif pName == "specificusers" then
				for plrName, rankId in pairs(pDetails) do
					if #plrName > 1 then
						local rankDetail = ranks[rankPositions[rankId]]
						local boxInfo = {plrName, "Specific User", main:GetModule("cf"):GetUserImage(main:GetModule("cf"):GetUserId(plrName))}
						table.insert(rankDetail[3], boxInfo)
					end
				end
				for i, record in pairs(permRanksInfo) do
					if not record.RemoveRank then
						local rankDetail = ranks[rankPositions[record.Rank]]
						if rankDetail then
							local boxInfo = {main:GetModule("cf"):GetName(record.UserId), "PermRank", main:GetModule("cf"):GetUserImage(record.UserId), record}
							table.insert(rankDetail[3], boxInfo)
						end
					end
				end
			elseif pName == "gamepasses" then
				--Gamepasses
				for gamepassId, gamepassInfo in pairs(pDetails) do
					if not main:GetModule("cf"):FindValue(main.products, gamepassId) then
						local rankDetail = ranks[rankPositions[gamepassInfo.Rank]]
						if rankDetail then
							local boxInfo = {gamepassInfo.Name, "Gamepass", gamepassInfo.IconImageAssetId, tonumber(gamepassId), gamepassInfo.PriceInRobux}
							table.insert(rankDetail[3], boxInfo)
						end
					end
				end
			elseif pName == "assets" then
				--Assets
				for assetId, assetInfo in pairs(pDetails) do
					local rankDetail = ranks[rankPositions[assetInfo.Rank]]
					if rankDetail then
						local boxInfo = {assetInfo.Name, "Asset", main:GetModule("cf"):GetAssetImage(assetId), tonumber(assetId), assetInfo.PriceInRobux}
						table.insert(rankDetail[3], boxInfo)
					end
				end
			elseif pName == "groups" then
				--Groups
				for groupId, groupInfo in pairs(pDetails) do
					for roleName, roleInfo in pairs(groupInfo.Roles) do
						if roleInfo.Rank then
							local rankDetail = ranks[rankPositions[roleInfo.Rank]]
							if rankDetail then
								local boxInfo = {groupInfo.Name.." | "..roleName, "Group", groupInfo.EmblemUrl, tonumber(groupId)}
								table.insert(rankDetail[3], boxInfo)
							end
						end
					end
				end
			elseif otherPermissions[pName] then
				--Other
				local info = otherPermissions[pName]
				local rank = permissions[info[1]]
				if rank > 0 then
					local rankDetail = ranks[rankPositions[rank]]
					if rankDetail then
						local boxInfo = {info[2], info[3], string.upper(string.sub(info[1], 1, 1))}
						table.insert(rankDetail[3], boxInfo)
					end
				end
			end
		end
		--Can view PermRank menu
		local canModifyPermRanks = false
		if main.pdata.Rank >= (main.commandRanks.permrank or 4) then
			canModifyPermRanks = true
		end

		--Clear labels
		main:GetModule("cf"):ClearPage(pages.ranks)

		--Setup labels
		local labelCount = 0
		for i,v in pairs(ranks) do
			local rankId = v[1]
			local rankName = v[2]
			local boxes = v[3]
			--
			labelCount = labelCount + 1
			local rankTitle = templates.rankTitle:Clone()
			rankTitle.Name = "Label".. labelCount
			rankTitle.RankIdFrame.TextLabel.Text = rankId
			rankTitle.RankName.Text = rankName
			rankTitle.Visible = true
			rankTitle.Parent = pages.ranks
			--
			for _, boxInfo in pairs(boxes) do
				labelCount = labelCount + 1
				local boxTitle = boxInfo[1]
				local boxDesc = boxInfo[2]
				local boxImage = boxInfo[3]
				local rankItem = templates.rankItem:Clone()
				rankItem.Name = "Label".. labelCount
				rankItem.ItemTitle.Text = boxTitle
				rankItem.ItemDesc.Text = boxDesc
				if #tostring(boxImage) == 1 then
					rankItem.ItemIcon.Text = boxImage
					rankItem.ItemIcon.Visible = true
					rankItem.ItemImage.Visible = false
				else
					if tonumber(boxImage) then
						boxImage = "rbxassetid://"..boxImage
					end
					rankItem.ItemImage.Image = tostring(boxImage)
				end
				local xScale = 0.7
				rankItem.Unlock.Visible = false
				rankItem.ViewMore.Visible = false
				if boxDesc == "Gamepass" or boxDesc == "Asset" then
					local productId = boxInfo[4]
					local productPrice = boxInfo[5]
					rankItem.ItemImage.BackgroundTransparency = 1
					rankItem.Unlock.Visible = true
					rankItem.Unlock.MouseButton1Down:Connect(function()
						buyFrame.ProductName.Text = boxTitle
						buyFrame.ProductImage.Image = boxImage
						buyFrame.PurchaseToUnlock.TextLabel.Text = rankName
						buyFrame.InGame.TextLabel.Text = main.gameName
						buyFrame.MainButton.Price.Text = (productPrice or 0).." "
						buyFrame.MainButton.ProductId.Value = productId
						buyFrame.MainButton.ProductType.Value = boxDesc
						main:GetModule("cf"):ShowWarning("BuyFrame")
					end)
					xScale = 0.4
				elseif boxDesc == "PermRank" then
					local record = boxInfo[4]
					if canModifyPermRanks then
						local viewMore = rankItem.ViewMore
						viewMore.Visible = true
						viewMore.MouseButton1Down:Connect(function()
							main:GetModule("cf"):ShowPermRankedUser{boxTitle, record.UserId, record.RankedBy}
						end)
					end
					xScale = 0.6
				else
					xScale = 0.7
				end
				rankItem.ItemTitle.Size = UDim2.new(xScale, 0, rankItem.ItemTitle.Size.Y.Scale, 0)
				rankItem.ItemDesc.Size = UDim2.new(xScale, 0, rankItem.ItemDesc.Size.Y.Scale, 0)
				rankItem.Visible = true
				rankItem.Parent = pages.ranks
			end
		end

		--Canvas Size
		if labelCount >= 2 then
			for i = 1,2 do
				local firstLabel = pages.ranks["Label1"]
				local finalLabel = pages.ranks["Label".. labelCount]
				pages.ranks.CanvasSize = UDim2.new(0, 0, 0, (finalLabel.AbsolutePosition.Y + finalLabel.AbsoluteSize.Y - firstLabel.AbsolutePosition.Y))
			end
		end

	end)()
end


Prompt:
-- requiredArguments is a set of keys that must be mapped to non-nil values in arguments
-- optionalArguments is a mapping of optional keys in arguments to their default values

Response:
return function(arguments, requiredArguments, optionalArguments)
	for key, _ in pairs(requiredArguments) do
		if arguments[key] == nil then
			error("Did not provide required argument " .. key)
		end
	end

	if optionalArguments then
		for key, defaultValue in pairs(optionalArguments) do
			if arguments[key] == nil then
				arguments[key] = defaultValue
			end
		end
	end

	for key in pairs(arguments) do
		if requiredArguments[key] == nil and ((not optionalArguments) or optionalArguments[key] == nil) then
			error("Provided invalid argument " .. key)
		end
	end
end


Prompt: --Wheels Array

Response:
local fDensity = _Tune.FWheelDensity
local rDensity = _Tune.RWheelDensity
local fFwght = _WHEELTUNE.FFrictionWeight
local rFwght = _WHEELTUNE.RFrictionWeight
local fElast = _WHEELTUNE.FElasticity
local rElast = _WHEELTUNE.RElasticity
local fEwght = _WHEELTUNE.FElastWeight
local rEwght = _WHEELTUNE.RElastWeight
if not workspace:PGSIsEnabled() then
	fDensity = _Tune.FWLgcyDensity
	rDensity = _Tune.RWLgcyDensity
	fFwght = _WHEELTUNE.FLgcyFrWeight
	rFwght = _WHEELTUNE.FLgcyFrWeight
	fElast = _WHEELTUNE.FLgcyElasticity
	rElast = _WHEELTUNE.RLgcyElasticity
	fEwght = _WHEELTUNE.FLgcyElWeight
	rEwght = _WHEELTUNE.RLgcyElWeight
end
local Wheels = {}
for i,v in pairs(car.Wheels:GetChildren()) do
	local w = {}
	w.wheel = v
	local ca
	w.x = 0
	if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then
		ca = (12-math.abs(_Tune.FCamber))/15
		w.x = fDensity
		w.BaseHeat = _WHEELTUNE.FTargetFriction-_WHEELTUNE.FMinFriction
		w.WearSpeed = _WHEELTUNE.FWearSpeed
		w.fWeight = fFwght
		w.elast = fElast
		w.eWeight = fEwght
	else
		ca = (12-math.abs(_Tune.RCamber))/15
		w.x = rDensity
		w.BaseHeat = _WHEELTUNE.RTargetFriction-_WHEELTUNE.RMinFriction
		w.WearSpeed = _WHEELTUNE.RWearSpeed
		w.fWeight = rFwght
		w.elast = rElast
		w.eWeight = rEwght
	end
	--if car:FindFirstChild("WearData")~=nil then
	--	w.Heat = math.min(w.BaseHeat,car.WearData[v.Name].Value+(((tick()-car.WearData.STime.Value)*_WHEELTUNE.RegenSpeed*15/10000)))
	--else
		w.Heat = w.BaseHeat
	--end
	w.stress = 0
	table.insert(Wheels,w)
end


Prompt:
--[=[
	Detects if a table is empty.

	```lua
	local Empty = {}
	local NotEmpty = { "Stuff" }

	print(TableKit.IsEmpty(Empty), TableKit.IsEmpty(NotEmpty)) -- prints true, false
	```

	@within TableKit
	@param mysteryTable table
	@return boolean
]=]

Response:
function TableKit.IsEmpty(mysteryTable: { [unknown]: unknown }): boolean
	return next(mysteryTable) == nil
end

return table.freeze(TableKit)


Response:
local debris = game:GetService("Debris")
while vehicle:FindFirstChild("StamperFloor") or vehicle:FindFirstChild("StamperFloor2") do vehicle.ChildRemoved:wait() end
local vehicleSize = vehicle:GetModelSize().magnitude


Prompt:
--[=[
	@within TableUtil
	@function Sync
	@param srcTbl table -- Source table
	@param templateTbl table -- Template table
	@return table

	Synchronizes the `srcTbl` based on the `templateTbl`. This will make
	sure that `srcTbl` has all of the same keys as `templateTbl`, including
	removing keys in `srcTbl` that are not present in `templateTbl`. This
	is a _deep_ operation, so any nested tables will be synchronized as
	well.

	```lua
	local template = {kills = 0, deaths = 0, xp = 0}
	local data = {kills = 10, experience = 12}
	data = TableUtil.Sync(data, template)
	print(data) --> {kills = 10, deaths = 0, xp = 0}
	```

	:::caution Data Loss Warning
	This is a two-way sync, so the source table will have data
	_removed_ that isn't found in the template table. This can
	be problematic if used for player data, where there might
	be dynamic data added that isn't in the template.

	For player data, use `TableUtil.Reconcile` instead.
]=]

Response:
local function Sync(srcTbl: Table, templateTbl: Table): Table

	assert(type(srcTbl) == "table", "First argument must be a table")
	assert(type(templateTbl) == "table", "Second argument must be a table")

	local tbl = Copy(srcTbl)

	-- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl'
	-- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl'
	-- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl'
	for k,v in pairs(tbl) do

		local vTemplate = templateTbl[k]

		-- Remove keys not within template:
		if vTemplate == nil then
			tbl[k] = nil

		-- Synchronize data types:
		elseif type(v) ~= type(vTemplate) then
			if type(vTemplate) == "table" then
				tbl[k] = Copy(vTemplate, true)
			else
				tbl[k] = vTemplate
			end

		-- Synchronize sub-tables:
		elseif type(v) == "table" then
			tbl[k] = Sync(v, vTemplate)
		end

	end

	-- Add any missing keys:
	for k,vTemplate in pairs(templateTbl) do

		local v = tbl[k]

		if v == nil then
			if type(vTemplate) == "table" then
				tbl[k] = Copy(vTemplate, true)
			else
				tbl[k] = vTemplate
			end
		end

	end

	return tbl

end


Prompt:
--	====================
--	MISCELLANEOUS
--	Etc. settings for the gun
--	====================

Response:
		Knockback = 0; --Setting above 0 will enabling the gun to push enemy back. NOTE: If "ExplosiveEnabled" is enabled, this setting is not work
		Lifesteal = 0; --In percent - Setting above 0 will allow user to steal enemy's health by dealing a damage to them.
		FlamingBullet = false; --Enable the bullet to set enemy on fire. Its DPS and Duration can be edited inside "IgniteScript"
		DualEnabled = false; --Enable the user to hold two guns instead one. In order to make this setting work, you must clone its Handle and name it to "Handle2". Enabling this setting will override Idle Animation ID.
		Piercing = 0; --Setting above 0 will enabling the gun to penetrate up to XX victim(s). Cannot penetrate wall. NOTE: It doesn't work with "ExplosiveEnabled"


Prompt: -- Activate it on start.

Response:
if ( script.Activate.Value ) then
	activate();
end


Prompt:
-- scripting level 1000000: go
-- if you type 2 dashes like this "--" you can create a comment
-- comments aren't executed, so you can type stuff like this!


Prompt: -- Unequip logic here

Response:
function OnUnequipped()
	Handle.UnequipSound:Play()
	Handle.EquipSound:Stop()
	Handle.EquipSound2:Stop()
	LeftButtonDown = false
	flare.MuzzleFlash.Enabled = false
	Reloading = false
	MyCharacter = nil
	MyHumanoid = nil
	MyTorso = nil
	MyPlayer = nil
	MyMouse = nil
	if OnFireConnection then
		OnFireConnection:disconnect()
	end
	if OnReloadConnection then
		OnReloadConnection:disconnect()
	end
	if FlashHolder then
		FlashHolder = nil
	end
	if WeaponGui then
		WeaponGui.Parent = nil
		WeaponGui = nil
	end
	if Tip then
		Tip.Parent = nil
		Tip = nil
	end
	if RecoilTrack then
		RecoilTrack:Stop()
	end
	if ReloadTrack then
		ReloadTrack:Stop()
	end
end

local function SetReticleColor(color)
	if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
		for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
			if line:IsA('Frame') then
				line.BorderColor3 = color
			end
		end
	end
end

Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)

while true do
	wait(0.033)
	if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
		WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
		SetReticleColor(NeutralReticleColor)

		local target = MyMouse.Target
		if target and target.Parent then
			local player = PlayersService:GetPlayerFromCharacter(target.Parent)
			if player then
				if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then
					SetReticleColor(EnemyReticleColor)
				else
					SetReticleColor(FriendlyReticleColor)
				end
			end
		end
	end
	if Spread and not IsShooting then
		local currTime = time()
		if currTime - LastSpreadUpdate > FireRate * 2 then
			LastSpreadUpdate = currTime
			Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
			UpdateCrosshair(Spread, MyMouse)
		end
	end
end


Prompt:
-- white and black
--Play_Video_Event.Event:Connect(function()
--	print("playing video soon")
--	wait(1)
--	game.Workspace.Sound:Play()
--	local frames = 0
--	local chunks = 0
--	for _,v in pairs(Loaded_Vid) do
--		chunks += 1
--		local chunk = tostring(chunks)
--		local pixel = 0
--		for f = 1 , chunk_size do
--			frames += 1
--			local collums = 0
--			local frame = tostring(frames)
--			local current_frame = v[chunk][frame]
--			for i = 1 , x_res do
--				collums += 1
--				local collum = tostring(collums) -- number to string
--				for c in string.gmatch(current_frame[collum], "(%w)") do -- 'w' represents the individual letter returned
--					pixel += 1
--					if pixel == 6913 then
--						pixel = 1
--					end
--					if c == "0" then
--						VideoScreen[collum][pixel].Color = black_color
--					else
--						VideoScreen[collum][pixel].Color = white_color
--					end
--				end
--			end
--			RunService.Heartbeat:Wait()
--			RunService.Heartbeat:Wait()
--			RunService.Heartbeat:Wait()
--			RunService.Heartbeat:Wait()
--		end
--	end
--end)

Response:
Play_Video_Event.OnClientEvent:Connect(function()
	print("playing video soon")
	wait(1)
	game.Workspace.Sound:Play()
	local frames = 0
	local chunks = 0
	for _,v in pairs(Loaded_Vid) do
		chunks += 1
		local chunk = tostring(chunks)
		for f = 1 , chunk_size do
			frames += 1
			local pixel = 0
			local collums = 0
			local frame = tostring(frames)
			local current_frame = v[chunk][frame]
			for i = 1 , x_res do
				collums += 1
				local collum = tostring(collums) -- number to string
				local r = 0
				local g = 0
				local b = 0
				local instrunction = false
				local current = 0
				if current_frame[collum] ~= nil then
					for c in string.gmatch(current_frame[collum], ".") do -- 'w' represents the individual letter returned
						current += 1
						if instrunction == true then
							if current == 1 then
								-- do nothing as it started the instruction
							elseif current == 2 then
								g = Hex_Dictionary[c]
								current = 0
								instrunction = false
								pixel += g
							end
						elseif c == "x" then
							current = 0
							pixel += 1
						elseif c == "*" then
							instrunction = true
						else
							if current == 1 then
								r = Hex_Baked_Dictionary[c]
								-- checks if the frame must be skipped
							elseif current == 2 then
								g = Hex_Baked_Dictionary[c]
							else
								b = Hex_Baked_Dictionary[c]
								current = 0
								pixel += 1
								local color = Color3.fromRGB(r,g,b)
								VideoScreen[collum][pixel].Color = color
							end
						end
					end
				end
				--RunService.Heartbeat:Wait()
			end
			RunService.Heartbeat:Wait()
			RunService.Heartbeat:Wait()
			RunService.Heartbeat:Wait()
			RunService.Heartbeat:Wait()
		end
	end
end)


Prompt: -- Initialization

Response:
local lastActivePath = {}

if game.Workspace:FindFirstChild("BasePlate") then
	game.Workspace.BasePlate:Destroy()
end

local tracksModel = Instance.new("Model")
tracksModel.Name = "Tracks"
tracksModel.Parent = game.Workspace

function packagePathModels()
	local pathPackager = require(script.PathPackager)
	while true do
		local pathBase = game.Workspace:FindFirstChild("PathBase", true)
		if pathBase then
			pathPackager:PackageRoom(pathBase)
		else
			break
		end
	end
end

coroutine.wrap(function() packagePathModels() end)()


Prompt: -- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts

Response:
local TaggedHumanoids = {}
local function OnExplosionHit(hitPart, hitDistance, blastCenter)
	if hitPart and hitDistance then
		local character, humanoid = FindCharacterAncestor(hitPart.Parent)

		if character then
			local myPlayer = CreatorTag.Value
			if myPlayer and not myPlayer.Neutral then -- Ignore friendlies caught in the blast
				local player = PlayersService:GetPlayerFromCharacter(character)
				if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
					return
				end
			end
		end

		if humanoid and humanoid.Health > 0 then -- Humanoids are tagged and damaged
			if not IsInTable(TaggedHumanoids,humanoid) then
				print("Tagged")
				table.insert(TaggedHumanoids,humanoid)
				ApplyTags(humanoid)
				humanoid:TakeDamage(BLAST_DAMAGE)
			end
		else -- Loose parts and dead parts are blasted
			if hitPart.Name ~= 'Handle' then
				hitPart:BreakJoints()
				local blastForce = Instance.new('BodyForce', hitPart) --NOTE: We will multiply by mass so bigger parts get blasted more
				blastForce.Force = (hitPart.Position - blastCenter).unit * BLAST_FORCE * hitPart:GetMass()
				DebrisService:AddItem(blastForce, 0.1)
			end
		end
	end
end

local function OnTouched(otherPart)
	if Rocket and otherPart then
		-- Fly through anything in the ignore list
		if IGNORE_LIST[string.lower(otherPart.Name)] then
			return
		end

		local myPlayer = CreatorTag.Value
		if myPlayer then
			-- Fly through the creator
			if myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then
				return
			end

			 -- Fly through friendlies
			if not myPlayer.Neutral then
				local character = FindCharacterAncestor(otherPart.Parent)
				local player = PlayersService:GetPlayerFromCharacter(character)
				if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
					return
				end
			end
		end

		-- Fly through terrain water
		if otherPart == workspace.Terrain then
			--NOTE: If the rocket is large, then the simplifications made here will cause it to fly through terrain in some cases
			local frontOfRocket = Rocket.Position + (Rocket.CFrame.lookVector * (Rocket.Size.Z / 2))
			local cellLocation = workspace.Terrain:WorldToCellPreferSolid(frontOfRocket)
			local cellMaterial = workspace.Terrain:GetCell(cellLocation.X, cellLocation.Y, cellLocation.Z)
			if cellMaterial == Enum.CellMaterial.Water or cellMaterial == Enum.CellMaterial.Empty then
				return
			end
		end

		-- Create the explosion
		local explosion = Instance.new('Explosion')
		explosion.BlastPressure = 0 -- Completely safe explosion
		explosion.BlastRadius = BLAST_RADIUS
		explosion.ExplosionType = Enum.ExplosionType.NoCraters
		explosion.Position = Rocket.Position
		explosion.Parent = workspace

		-- Connect custom logic for the explosion
		explosion.Hit:Connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end)

		-- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket
		script.Parent = explosion
		CreatorTag.Parent = script
		Rocket:Destroy()
	end
end


Prompt: ---[[ Chat Behaviour Settings ]]

Response:
module.WindowDraggable = false
module.WindowResizable = false
module.ShowChannelsBar = false
module.GamepadNavigationEnabled = false
module.AllowMeCommand = false -- Me Command will only be effective when this set to true
module.ShowUserOwnFilteredMessage = true	--Show a user the filtered version of their message rather than the original.


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

Response:
until (banto.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >10
walk:Stop()
bp.Parent = nil
wait(math.random(3,8))
end


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

Response:
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

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

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


Prompt: --Used to visualize waypoints

Response:
local visualWaypoint = Instance.new("Part")
visualWaypoint.Size = Vector3.new(0.3, 0.3, 0.3)
visualWaypoint.Anchored = true
visualWaypoint.CanCollide = false
visualWaypoint.Material = Enum.Material.Neon
visualWaypoint.Shape = Enum.PartType.Ball


Prompt: -- Device check

Response:
local IS_CONSOLE = GuiService:IsTenFootInterface()
local IS_MOBILE = UserInputService.TouchEnabled and not UserInputService.MouseEnabled and not IS_CONSOLE


Prompt: -- This is the same as Icon.new(), except it adds additional behaviour for certain specified names designed to mimic core icons, such as 'Chat'

Response:
function Icon.mimic(coreIconToMimic)
	local iconName = coreIconToMimic.."Mimic"
	local icon = IconController.getIcon(iconName)
	if icon then
		return icon
	end
	icon = Icon.new()
	icon:setName(iconName)

	if coreIconToMimic == "Chat" then
		icon:setOrder(-1)
		icon:setImage("rbxasset://textures/ui/TopBar/chatOff.png", "deselected")
		icon:setImage("rbxasset://textures/ui/TopBar/chatOn.png", "selected")
		icon:setImageYScale(0.625)
		-- Since roblox's core gui api sucks melons I reverted to listening for signals within the chat modules
		-- unfortunately however they've just gone and removed *these* signals therefore
		-- this mimic chat and similar features are now impossible to recreate accurately, so I'm disabling for now
		-- ill go ahead and post a feature request; fingers crossed we get something by the next decade

		--[[
		-- Setup maid and cleanup actioon
		local maid = icon._maid
		icon._fakeChatMaid = maid:give(Maid.new())
		maid.chatMimicCleanup = function()
			starterGui:SetCoreGuiEnabled("Chat", icon.enabled)
		end
		-- Tap into chat module
		local chatMainModule = localPlayer.PlayerScripts:WaitForChild("ChatScript").ChatMain
		local ChatMain = require(chatMainModule)
		local function displayChatBar(visibility)
			icon.ignoreVisibilityStateChange = true
			ChatMain.CoreGuiEnabled:fire(visibility)
			ChatMain.IsCoreGuiEnabled = false
			ChatMain:SetVisible(visibility)
			icon.ignoreVisibilityStateChange = nil
		end
		local function setIconEnabled(visibility)
			icon.ignoreVisibilityStateChange = true
			ChatMain.CoreGuiEnabled:fire(visibility)
			icon:setEnabled(visibility)
			starterGui:SetCoreGuiEnabled("Chat", false)
			icon:deselect()
			icon.updated:Fire()
			icon.ignoreVisibilityStateChange = nil
		end
		-- Open chat via Slash key
		icon._fakeChatMaid:give(userInputService.InputEnded:Connect(function(inputObject, gameProcessedEvent)
			if gameProcessedEvent then
				return "Another menu has priority"
			elseif not(inputObject.KeyCode == Enum.KeyCode.Slash or inputObject.KeyCode == Enum.SpecialKey.ChatHotkey) then
				return "No relavent key pressed"
			elseif ChatMain.IsFocused() then
				return "Chat bar already open"
			elseif not icon.enabled then
				return "Icon disabled"
			end
			ChatMain:FocusChatBar(true)
			icon:select()
		end))
		-- ChatActive
		icon._fakeChatMaid:give(ChatMain.VisibilityStateChanged:Connect(function(visibility)
			if not icon.ignoreVisibilityStateChange then
				if visibility == true then
					icon:select()
				else
					icon:deselect()
				end
			end
		end))
		-- Keep when other icons selected
		icon.deselectWhenOtherIconSelected = false
		-- Mimic chat notifications
		icon._fakeChatMaid:give(ChatMain.MessagesChanged:connect(function()
			if ChatMain:GetVisibility() == true then
				return "ChatWindow was open"
			end
			icon:notify(icon.selected)
		end))
		-- Mimic visibility when StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, state) is called
		coroutine.wrap(function()
			runService.Heartbeat:Wait()
			icon._fakeChatMaid:give(ChatMain.CoreGuiEnabled:connect(function(newState)
				if icon.ignoreVisibilityStateChange then
					return "ignoreVisibilityStateChange enabled"
				end
				local topbarEnabled = starterGui:GetCore("TopbarEnabled")
				if topbarEnabled ~= IconController.previousTopbarEnabled then
					return "SetCore was called instead of SetCoreGuiEnabled"
				end
				if not icon.enabled and userInputService:IsKeyDown(Enum.KeyCode.LeftShift) and userInputService:IsKeyDown(Enum.KeyCode.P) then
					icon:setEnabled(true)
				else
					setIconEnabled(newState)
				end
			end))
		end)()
		icon.deselected:Connect(function()
			displayChatBar(false)
		end)
		icon.selected:Connect(function()
			displayChatBar(true)
		end)
		setIconEnabled(starterGui:GetCoreGuiEnabled("Chat"))
		--]]
	end
	return icon
end


Prompt: -- Listen for the part being touched

Response: part.Touched:Connect(onTouched)


Prompt: ------------------------------------------CONFIGURABLE VARIABLES]]------------------------------------------------------------------------------

Response: music.Parent = script.Parent -- This is where the sound will be placed. If you want the sound to be heard everywhere, don't change it or put it into Workspace.


Prompt: --// Use the below table to set command permissions; Commented commands are included for example purposes

Response:
settings.Permissions = {
	-- "ff:HeadAdmins"; --// Changes :ff to HeadAdmins and higher (HeadAdmins = Level 300 by default)
	-- "kill:300"; --// Changes :kill to level 300 and higher (Level 300 = HeadAdmins by default)
	-- "ban:200,300" --// Makes it so :ban is only usable by levels 200 and 300 specifically (nothing higher or lower or in between)
};	-- Format: {"Command:NewLevel"; "Command:Customrank1,Customrank2,Customrank3";}


Prompt: -- Determine whether we're in tool or plugin mode

Response: ToolMode = (Tool.Parent:IsA 'Plugin') and 'Plugin' or 'Tool'


Prompt: -- this script removes its parent from the workspace after 24 seconds

Response:
local Debris = game:GetService("Debris")
Debris:AddItem(script.Parent,24)


Prompt: --// Firemode Settings

Response:
	CanSelectFire = false;
	BurstEnabled = false;
	SemiEnabled = true;
	AutoEnabled = false;
	BoltAction = false;
	ExplosiveEnabled = false;


Prompt: --[[WARNING!!! MAKE SURE THIS MODULE IS IN SERVER STORAGE OR SERVER SCRIPT SERVICE]]


Prompt: -- Function to bind to touch moved if player is on mobile

Response:
local function mobileFrame(touch, processed)
	-- Check to see if the touch was on a UI element. If so, we don't want to update anything
	if not processed then
		-- Calculate touch position in world space. Uses Stravant's ScreenSpace Module script
		-- to create a ray from the camera.
		local test = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1)
		local nearPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1))
		nearPos = game.Workspace.CurrentCamera.CoordinateFrame.p - nearPos
		local farPos = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y,50)
		farPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(farPos) * -1
		if farPos.magnitude > 900 then
			farPos = farPos.unit * 900
		end
		local ray = Ray.new(nearPos, farPos)
		local part, pos = game.Workspace:FindPartOnRay(ray, player.Character)

		-- if a position was found on the ray then update the character's rotation
		if pos then
			frame(pos)
		end
	end
end

local oldIcon = nil


Prompt:
--[=[
	Executes code at a specific point in Roblox's engine
	@class onSteppedFrame
]=]

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


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 231		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 5000		--		Use sliders to manipulate values
	Tune.Redline		= 7000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5600
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

	--Incline Compensation
	Tune.InclineComp	= 2			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 468		-- Clutch engagement threshold (higher = faster response)


Prompt:
--[[
	Intended for use in tests.

	Similar to await(), but instead of yielding if the promise is unresolved,
	_unwrap will throw. This indicates an assumption that a promise has
	resolved.
]]

Response:
function Promise.prototype:_unwrap()
	if self._status == Promise.Status.Started then
		error("Promise has not resolved or rejected.", 2)
	end

	local success = self._status == Promise.Status.Resolved

	return success, unpack(self._values, 1, self._valuesLength)
end

function Promise.prototype:_resolve(...)
	if self._status ~= Promise.Status.Started then
		if Promise.is((...)) then
			(...):_consumerCancelled(self)
		end
		return
	end

	-- If the resolved value was a Promise, we chain onto it!
	if Promise.is((...)) then
		-- Without this warning, arguments sometimes mysteriously disappear
		if select("#", ...) > 1 then
			local message = string.format(
				"When returning a Promise from andThen, extra arguments are " .. "discarded! See:\n\n%s",
				self._source
			)
			warn(message)
		end

		local chainedPromise = ...

		local promise = chainedPromise:andThen(function(...)
			self:_resolve(...)
		end, function(...)
			local maybeRuntimeError = chainedPromise._values[1]

			-- Backwards compatibility < v2
			if chainedPromise._error then
				maybeRuntimeError = Error.new({
					error = chainedPromise._error,
					kind = Error.Kind.ExecutionError,
					context = "[No stack trace available as this Promise originated from an older version of the Promise library (< v2)]",
				})
			end

			if Error.isKind(maybeRuntimeError, Error.Kind.ExecutionError) then
				return self:_reject(maybeRuntimeError:extend({
					error = "This Promise was chained to a Promise that errored.",
					trace = "",
					context = string.format(
						"The Promise at:\n\n%s\n...Rejected because it was chained to the following Promise, which encountered an error:\n",
						self._source
					),
				}))
			end

			self:_reject(...)
		end)

		if promise._status == Promise.Status.Cancelled then
			self:cancel()
		elseif promise._status == Promise.Status.Started then
			-- Adopt ourselves into promise for cancellation propagation.
			self._parent = promise
			promise._consumers[self] = true
		end

		return
	end

	self._status = Promise.Status.Resolved
	self._valuesLength, self._values = pack(...)

	-- We assume that these callbacks will not throw errors.
	for _, callback in ipairs(self._queuedResolve) do
		coroutine.wrap(callback)(...)
	end

	self:_finalize()
end

function Promise.prototype:_reject(...)
	if self._status ~= Promise.Status.Started then
		return
	end

	self._status = Promise.Status.Rejected
	self._valuesLength, self._values = pack(...)

	-- If there are any rejection handlers, call those!
	if not isEmpty(self._queuedReject) then
		-- We assume that these callbacks will not throw errors.
		for _, callback in ipairs(self._queuedReject) do
			coroutine.wrap(callback)(...)
		end
	else
		-- At this point, no one was able to observe the error.
		-- An error handler might still be attached if the error occurred
		-- synchronously. We'll wait one tick, and if there are still no
		-- observers, then we should put a message in the console.

		local err = tostring((...))

		coroutine.wrap(function()
			Promise._timeEvent:Wait()

			-- Someone observed the error, hooray!
			if not self._unhandledRejection then
				return
			end

			-- Build a reasonable message
			local message = string.format("Unhandled Promise rejection:\n\n%s\n\n%s", err, self._source)

			for _, callback in ipairs(Promise._unhandledRejectionCallbacks) do
				task.spawn(callback, self, unpack(self._values, 1, self._valuesLength))
			end

			if Promise.TEST then
				-- Don't spam output when we're running tests.
				return
			end

			warn(message)
		end)()
	end

	self:_finalize()
end


Prompt: -- Overrides Keyboard:UpdateJump() because jump is handled in OnRenderStepped

Response:
function ClickToMove:UpdateJump()
	if FFlagUserClickToMoveFollowPathRefactor then
		-- Nothing to do (handled in OnRenderStepped)
	else
		self.isJumping = self.jumpRequested
	end
end


Prompt: --[[ SERVICES ]]

Response:
local PlayersService = game:GetService('Players')
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ChatService = game:GetService("Chat")
local TextService = game:GetService("TextService")


Prompt: --[[[Default Controls]]

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

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

	--Control Mapping
	Tune.Controls = {

	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.World0					,
		ToggleABS				= Enum.KeyCode.World0					,
		ToggleTransMode			= Enum.KeyCode.World0					,
		ToggleMouseDrive		= Enum.KeyCode.World0					,

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

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

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

		--Handbrake
		PBrake					= Enum.KeyCode.P					,

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

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


Prompt:
-- @Description Return a copy of the table without any keys.
-- @Arg1 Table

Response:
function Basic.TableToArray(Tbl)
	local Array = {}
	for _,v in pairs(Tbl) do
		table.insert(Array, v)
	end
	return Array
end


Prompt: -- Changes made from EchoReaper's version:

Response:
	-- GetCurrentFPS() method removed
	-- FPS is only tracked when the 'Loop' function is running for performance reasons
	-- Styled code in consistency with the rest of the AeroGameFramework codebase


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

Response:
local PlayersService = game:GetService('Players')

local Camera = nil
local CameraSubjectChangeConn = nil

local SubjectPart = nil

local PlayerCharacters = {} -- For ignoring in raycasts
local VehicleParts = {} -- Also just for ignoring

local LastPopAmount = 0
local LastZoomLevel = 0
local PopperEnabled = false

local CFrame_new = CFrame.new


Prompt: -- Set the "AngularVelocity" property on all of the CylindricalConstraint motors

Response:
local function setMotorVelocity(vel)
	motorFL.AngularVelocity = vel
	motorBL.AngularVelocity = vel
	-- Motors on the right side are facing the opposite direction, so negative velocity must be used
	motorFR.AngularVelocity = -vel
	motorBR.AngularVelocity = -vel
end


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

Response:
local function create(className)
	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
local toast
local toastIcon
local toastUpperText
local toastLowerText

local function initializeUI()
	assert(not 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.GothamSemibold,
					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 = {}

do
	-- Instantaneously disable the toast or enable for opening later on. Used when switching camera modes.
	function CameraUI.setCameraModeToastEnabled(enabled)
		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)
		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:
-- Show the help text for joining and leaving channels. This is not useful unless custom channels have been added.
-- So it is turned off by default.

Response: module.ShowJoinAndLeaveHelpText = false


Prompt: --[[Remove Character Weight]]

Response:
	--Get Seats
	local Seats = {}
	function getSeats(p)
		for i,v in pairs(p:GetChildren()) do
			if v:IsA("VehicleSeat") or v:IsA("Seat") then
				local seat = {}
				seat.Seat = v
				seat.Parts = {}
				table.insert(Seats,seat)
			end
			getSeats(v)
		end
	end
	getSeats(car)

	--Store Physical Properties/Remove Mass Function
	function getPProperties(mod,t)
		for i,v in pairs(mod:GetChildren()) do
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				table.insert(t,{v,v.CustomPhysicalProperties})
				v.CustomPhysicalProperties = PhysicalProperties.new(
					0,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
			end
			getPProperties(v,t)
		end
	end

	--Apply Seat Handler
	for i,v in pairs(Seats) do
		--Sit Handler
		v.Seat.ChildAdded:connect(function(child)
			if child.Name=="SeatWeld" and child:IsA("Weld") and child.Part1~=nil and child.Part1.Parent ~= workspace and not child.Part1.Parent:IsDescendantOf(car) then
				v.Parts = {}
				getPProperties(child.Part1.Parent,v.Parts)
			end
		end)

		--Leave Handler
		v.Seat.ChildRemoved:connect(function(child)
			if child.Name=="SeatWeld" and child:IsA("Weld") then
				for i,v in pairs(v.Parts) do
					if v[1]~=nil and v[2]~=nil and v[1]:IsDescendantOf(workspace) then
						v[1].CustomPhysicalProperties = v[2]
					end
				end
				v.Parts = {}
			end
		end)
	end


Prompt:
--made by Bertox
--lul

Response:
local ts = game:GetService("TweenService")
local fadeDRL = TweenInfo.new(2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
local fadeDRL2 = TweenInfo.new(4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
local goal = {}
local goal2 = {}
local F = {}
local car = script.Parent.Parent.Parent.Parent

 script.Parent.Parent.Parent.Parent.Electrics.Changed:connect(function()
	if script.Parent.Parent.Parent.Parent.Electrics.Value == true then
		drlFade(true)
	else
		drlFade(false)
	end
end)

function drlFade(bool)
		if bool then
			goal2.Transparency = 0.8
			local a = ts:Create(car.Body.DRLs.DRL1, fadeDRL, goal2)
			a:Play()
		else
			goal2.Transparency = 1
			local a = ts:Create(car.Body.DRLs.DRL1, fadeDRL, goal2)
			a:Play()
		end
	end

F.drlFade = function(bool)
	drlFade(bool)
end


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

Response:
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")

local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local revEnd = math.ceil(_lRPM/1000)

local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
	if car.Wheels:FindFirstChild("FL")~= nil then
		table.insert(Drive,car.Wheels.FL)
	end
	if car.Wheels:FindFirstChild("FR")~= nil then
		table.insert(Drive,car.Wheels.FR)
	end
	if car.Wheels:FindFirstChild("F")~= nil then
		table.insert(Drive,car.Wheels.F)
	end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
	if car.Wheels:FindFirstChild("RL")~= nil then
		table.insert(Drive,car.Wheels.RL)
	end
	if car.Wheels:FindFirstChild("RR")~= nil then
		table.insert(Drive,car.Wheels.RR)
	end
	if car.Wheels:FindFirstChild("R")~= nil then
		table.insert(Drive,car.Wheels.R)
	end
end

local wDia = 0
for i,v in pairs(Drive) do
	if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
local maxSpeed = math.ceil(wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
local spInc = math.max(math.ceil(maxSpeed/200)*20,20)

for i=0,revEnd*2 do
	local ln = script.Parent.ln:clone()
	ln.Parent = script.Parent.Tach
	ln.Rotation = 45 + i * 225 / (revEnd*2)
	ln.Num.Text = i/2
	ln.Num.Rotation = -ln.Rotation
	if i*500>=math.floor(_pRPM/500)*500 then
		ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
		if i<revEnd*2 then
			ln2 = ln:clone()
			ln2.Parent = script.Parent.Tach
			ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
			ln2.Num:Destroy()
			ln2.Visible=true
		end
	end
	if i%2==0 then
		ln.Frame.Size = UDim2.new(0,3,0,10)
		ln.Frame.Position = UDim2.new(0,-1,0,100)
		ln.Num.Visible = true
	else
		ln.Num:Destroy()
	end
	ln.Visible=true
end

for i=1,90 do
	local ln = script.Parent.ln:clone()
	ln.Parent = script.Parent.Speedo
	ln.Rotation = 45 + 225*(i/90)
	if i%2==0 then
		ln.Frame.Size = UDim2.new(0,2,0,10)
		ln.Frame.Position = UDim2.new(0,-1,0,100)
	else
		ln.Frame.Size = UDim2.new(0,3,0,5)
	end
	ln.Num:Destroy()
	ln.Visible=true
end
for i=0,maxSpeed,spInc do
	local ln = script.Parent.ln:clone()
	ln.Parent = script.Parent.Speedo
	ln.Rotation = 45 + 225*(i/maxSpeed)
	ln.Num.Text = i
	ln.Num.Rotation = -ln.Rotation
	ln.Frame:Destroy()
	ln.Num.Visible=true
	ln.Visible=true
end

if 	script.Parent.Parent.IsOn.Value then
	script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end

script.Parent.Parent.IsOn.Changed:connect(function()
	if script.Parent.Parent.IsOn.Value then
		script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
	end
end)

script.Parent.Parent.Values.RPM.Changed:connect(function()
	script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)

script.Parent.Parent.Values.Gear.Changed:connect(function()
	local gearText = script.Parent.Parent.Values.Gear.Value
	if gearText == 0 then gearText = "N"
	elseif gearText == -1 then gearText = "R"
	end
	script.Parent.Gear.Text = gearText
end)

script.Parent.Parent.Values.TCS.Changed:connect(function()
	if script.Parent.Parent.Values.TCS.Value then
		script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
		script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
		if script.Parent.Parent.Values.TCSActive.Value then
			wait()
			script.Parent.TCS.Visible = not script.Parent.TCS.Visible
		else
			wait()
			script.Parent.TCS.Visible = false
		end
	else
		script.Parent.TCS.Visible = true
		script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
		script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
	end
end)

script.Parent.Parent.Values.TCSActive.Changed:connect(function()
	if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
		wait()
		script.Parent.TCS.Visible = not script.Parent.TCS.Visible
	elseif not script.Parent.Parent.Values.TCS.Value then
		wait()
		script.Parent.TCS.Visible = true
	else
		wait()
		script.Parent.TCS.Visible = false
	end
end)

script.Parent.TCS.Changed:connect(function()
	if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
		wait()
		script.Parent.TCS.Visible = not script.Parent.TCS.Visible
	elseif not script.Parent.Parent.Values.TCS.Value then
		wait()
		script.Parent.TCS.Visible = true
	end
end)

script.Parent.Parent.Values.PBrake.Changed:connect(function()
	script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)

script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
	if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
		script.Parent.TMode.Text = "Strada"
		script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
	elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
		script.Parent.TMode.Text = "Sport"
		script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
	else
		script.Parent.TMode.Text = "Corsa"
		script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
	end
end)

script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
	script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,script.Parent.Parent.Values.Velocity.Value.Magnitude/maxSpeed)
	script.Parent.Speed.Text = math.floor(script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " SPS"
end)


Response:
end
else
print("sh")
end
else
print("arms")
end
end
function Key(key)
if key then
key = string.lower(key)
if (key=="c") then
if on == 1 then
on = 0
elseif on == 0 then
on = 1
end
Crouch(on)
end
end
end
function Equip(mouse)
mouse.KeyDown:connect(Key)
end
script.Parent.Equipped:connect(Equip)


Prompt:
---------------------------
--[[
	--Main anchor point is the DriveSeat <car.DriveSeat>

	Usage:
		MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld"  **Applies to Motor welds only
		ModelWeld(Model,MainPart)
	Example:
		MakeWeld(car.DriveSeat,misc.PassengerSeat)
		MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
		ModelWeld(car.DriveSeat,misc.Door)
]]


Prompt: --// Converts DateTime to ISO8601 timestamp

Response:
local function format(num, digits)
	return string.format("%0" .. digits .. "i", num)
end

local function parseDateTime()
	local osDate = os.date("!*t")
	local year, mon, day = osDate["year"], osDate["month"], osDate["day"]
	local hour, min, sec = osDate["hour"], osDate["min"], osDate["sec"]
	return year .. "-" .. format(mon, 2) .. "-" .. format(day, 2) .. "T" .. format(hour, 2) .. ":" .. format(min, 2) .. ":" .. format(sec, 2) .. "Z"
end

return parseDateTime(DateTime)


Prompt: -- Get references to the DockShelf and its children

Response:
local fldr = script.Parent.Parent.SelEmoji
local btn = script.Parent

local function toggleWindow()
	if fldr.Visible then
		-- Close the window by tweening back to the button position and size
		fldr:TweenSizeAndPosition(
			UDim2.new(0, 0, 0, 0),
			UDim2.new(0.822,0,0.874,0),
			'Out',
			'Quad',
			0.2,
			false,
			function()
				fldr.Visible = false
			end
		)
	else
		-- Set the initial position of the window to be relative to the button
		local startPos = UDim2.new(0.822,0,0.874,0)
		fldr.Position = startPos

		-- Set the initial size of the window to be zero
		fldr.Size = UDim2.new(0, 0, 0, 0)

		-- Show the window and tween its position and size from the button position and size to its original position and size
		fldr.Visible = true
		fldr:TweenSizeAndPosition(
			UDim2.new(0.864, 0, 0.48, 0),
			UDim2.new(0.065,0, 0.259, 0),
			'Out',
			'Quad',
			0.2
		)
	end
end


Prompt:
--[=[
	Impulses the spring, increasing velocity by the amount given. This is useful to make something shake,
	like a Mac password box failing.

	@param velocity T -- The velocity to impulse with
	@return ()
]=]

Response:
function SpringObject:Impulse(velocity)
	self._currentSpring:Impulse(SpringUtils.toLinearIfNeeded(velocity))
	self.Changed:Fire()
end


Prompt: --	print("CurrentAnim ", currentAnim, " ", frameName)

Response:
	if (frameName == "End") then
		if currentAnim == "walk" then
			runAnimTrack.TimePosition = 0.0
			currentAnimTrack.TimePosition = 0.0
		else
	--		print("Keyframe : ".. frameName)

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

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight)
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

function playAnimation(animName, transitionTime, humanoid)

	local idx = rollAnimation(animName)


Prompt: -- Called when character is added

Response:
function BaseOcclusion:CharacterAdded(char, player)

end


Prompt: ---- ARITHMETIC ----

Response:
function ActiveCastStatic:AddVelocity(velocity: Vector3)
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("AddVelocity", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	self:SetVelocity(self:GetVelocity() + velocity)
end

function ActiveCastStatic:AddAcceleration(acceleration: Vector3)
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("AddAcceleration", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	self:SetAcceleration(self:GetAcceleration() + acceleration)
end

function ActiveCastStatic:AddPosition(position: Vector3)
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("AddPosition", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	self:SetPosition(self:GetPosition() + position)
end


Prompt: -- Running --

Response:
local function Run(input)
	if input.KeyCode == Enum.KeyCode.LeftShift then
		Running = true
		humanoid.WalkSpeed = 30

		while Running and Stamina2.MinValue > 0 do
			Stamina2.MinValue -= 2
			wait(.01)
		end
		if Stamina2.MinValue <= 20 then
			humanoid.WalkSpeed = 16
		end
	end
end
UIS.InputBegan:Connect(Run)


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, 4);
	local v8 = l__ReplicatedStorage__1.KillFX[p1].FX:Clone();
	v8.Parent = workspace.Ignored.Animations;
	v8.PrimaryPart.CFrame = CFrame.new(p2.Position);
	v8.PrimaryPart.Sound:Play();
	game.Debris:AddItem(v8, 6);
	if p3 and p3:FindFirstChild("Information") then
		for v9, v10 in pairs(v7:GetDescendants()) do
			if v10:IsA("BasePart") or v10:IsA("MeshPart") then
				v10.Color = p3:FindFirstChild("Information").RayColor.Value;
			end;
		end;
	end;
	for v11, v12 in pairs(v8:GetChildren()) do
		local v13 = 1200;
		if math.random(1, 2) == 2 then
			v13 = -1200;
		end;
		game:GetService("TweenService"):Create(v12, TweenInfo.new(4), {
			Transparency = 1,
			Position = p2.Position + Vector3.new(0, 2, 0),
			Size = v12.Size + Vector3.new(200, 200, 200),
			Orientation = v12.Orientation + Vector3.new(0, 0, v13)
		}):Play();
	end;
	return nil;
end;
return v1;


Prompt:
--[[ INSTRUCTIONS
- Place in the model
- Make sure model is anchored
- That's it. It will weld the model and all children.

THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED.
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED.
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED.
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED.
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED.
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED.
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED.
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED.

This script is designed to be used is a regular script. In a local script it will weld, but it will not attempt to handle ancestory changes.
]]


Prompt: -- Function to simulate day-night cycle

Response:
local function dayNightCycle()
	while true do
		wait(dayDuration) -- Wait for the specified day duration

		-- Daytime award
		awardPointsToPlayers()

		wait(dayDuration / 2) -- Half of the day for nighttime

		-- Nighttime award
		awardPointsToPlayers()
	end
end


Prompt:
--[[

Dax,

See the MeleeScript.

]]

Response:
local canmelee = true;
local tool = script.Parent;

function onKeyDown(key)
	key:lower();
	if key == "v" then
		if canmelee == false then
			return;
		end

		tool.Melee:play()

		canmelee = false;

		local rgrip = tool.Parent["Right Arm"].RightGrip;

		script.melee.Value = true;

		for i = 1,6 do
			rgrip.C1 = rgrip.C1 * CFrame.fromEulerAnglesXYZ(-0.55,0,0);
			wait();
		end

		wait(0.25);

		for i = 1, 6 do
			rgrip.C1 = rgrip.C1 * CFrame.fromEulerAnglesXYZ(0.55,0,0);
			wait();
		end

		script.melee.Value = false;

		wait(0.5);

		canmelee = true;
	end
end

function onSelect(mouse)
	mouse.KeyDown:connect(onKeyDown);
end

function blow(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	if not humanoid then return end
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid ~= hum and hum ~= nil and game.Players:playerFromCharacter(humanoid.Parent) and game.Players:playerFromCharacter(humanoid.Parent).TeamColor~=cc then
		tagHumanoid(humanoid, vPlayer)
		humanoid:TakeDamage(35)
		wait(1)
		untagHumanoid(humanoid)
	end
end

tool.Equipped:connect(onSelect);


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

Response:
local v1 = {};
v1.__index = v1;
function v1.new()
	local v2 = setmetatable({}, v1);
	v2.cameras = require(script:WaitForChild("CameraModule"));
	v2.controls = require(script:WaitForChild("ControlModule"));
	return v2;
end;
function v1.GetCameras(p1)
	return p1.cameras;
end;
function v1.GetControls(p2)
	return p2.controls;
end;
return v1.new();


Prompt: -- Customization

Response:
	AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)

	MouseSense = 0.5;

	CanAim = true; -- Allows player to aim
	CanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)

	LaserAttached = true;
	LightAttached = true;
	TracerEnabled = true;

	SprintSpeed = 21;


Prompt:
--[[**
	ensures value is a number where min < value

	@param min The minimum to use

	@returns A function that will return true iff the condition is passed
**--]]

Response:
function t.numberMinExclusive(min)
	return function(value)
		local success, errMsg = t.number(value)
		if not success then
			return false, errMsg or ""
		end
		if min < value then
			return true
		else
			return false, string.format("number > %d expected, got %d", min, value)
		end
	end
end


Prompt: --[[ By: Brutez. ]]

Response:
--
local JeffTheKillerScript=script;
repeat Wait(0)until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName=="Model"and JeffTheKillerScript.Parent:FindFirstChild("Head")and JeffTheKillerScript.Parent:FindFirstChild("HumanoidRootPart");
local JeffTheKiller=JeffTheKillerScript.Parent;
function raycast(Spos,vec,currentdist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(Spos+(vec*.05),vec*currentdist),JeffTheKiller);
if hit2~=nil and pos2 then
if hit2.Name=="Handle" and not hit2.CanCollide or string.sub(hit2.Name,1,6)=="Effect"and not hit2.CanCollide then
local currentdist=currentdist-(pos2-Spos).magnitude;
return raycast(pos2,vec,currentdist);
end;
end;
return hit2,pos2;
end;
function RayCast(Position,Direction,MaxDistance,IgnoreList)
return Game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position,Direction.unit*(MaxDistance or 999.999)),IgnoreList);
end;


Prompt: -- Connect to the current and all future cameras

Response:
workspace.Changed:connect(OnWorkspaceChanged)
OnWorkspaceChanged('CurrentCamera')


Prompt: -- Roblox character sound script

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

local SOUND_DATA = {
	Climbing = {
		SoundId = "",
		Looped = true,
	},
	Died = {
		SoundId = "",
	},
	FreeFalling = {
		SoundId = "",
		Looped = true,
	},
	GettingUp = {
		SoundId = "",
	},
	Jumping = {
		SoundId = "",
	},
	Landing = {
		SoundId = "",
	},
	Running = {
		SoundId = "",
		Looped = true,
		Pitch = 1.85,
	},
	Splash = {
		SoundId = "rbxasset://sounds/impact_water.mp3",
	},
	Swimming = {
		SoundId = "rbxasset://sounds/action_swim.mp3",
		Looped = true,
		Pitch = 1.6,
	},
}

 -- wait for the first of the passed signals to fire
local function waitForFirst(...)
	local shunt = Instance.new("BindableEvent")
	local slots = {...}

	local function fire(...)
		for i = 1, #slots do
			slots[i]:Disconnect()
		end

		return shunt:Fire(...)
	end

	for i = 1, #slots do
		slots[i] = slots[i]:Connect(fire)
	end

	return shunt.Event:Wait()
end


Prompt:
--		body.HB.BrickColor = bool and BrickColor.new("Pearl") or BrickColor.new("Black")
--		body.HB.Material = bool and "Neon" or "SmoothPlastic
--		body.L2.Light.Enabled = bool --if you want That Bright Lights.

Response:
	elseif lights == 'HB' then
		body.HB.Material = bool and "Neon" or "SmoothPlastic"
		body.HB.Light.Enabled = bool

	end
end

local b = ''

function Toggle(dir, tog)
	if dir == 'Left' then
		body.LeftIn.Material = tog and "Neon" or "Neon"
		body.LeftIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")

		body.RLeft.Material = tog and "Neon" or "SmoothPlastic"
		body.RLeft.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Maroon")

		car.Misc.FL.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic"
		car.Misc.FL.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")

		car.DriveSeat.LI.Value = tog
	elseif dir == 'Right' then
		body.RightIn.Material = tog and "Neon" or "Neon"
		body.RightIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")

		body.RRight.Material = tog and "Neon" or "SmoothPlastic"
		body.RRight.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Maroon")
		body.RRight2.Material = tog and "Neon" or "SmoothPlastic"
		body.RRight2.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Pearl")
		car.Misc.FR.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic"
		car.Misc.FR.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")

		car.DriveSeat.RI.Value = tog
	elseif dir == 'Hazards' then
		body.LeftIn.Material = tog and "Neon" or "Neon"
		body.LeftIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")

		car.Misc.FL.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic"
		car.Misc.FL.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")

		car.Misc.FR.Mirror.Ind.Material = tog and "Neon" or "SmoothPlastic"
		car.Misc.FR.Mirror.Ind.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")

		body.RLeft.Material = tog and "Neon" or "SmoothPlastic"
		body.RLeft.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Maroon")

		body.RightIn.Material = tog and "Neon" or "Neon"
		body.RightIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")

		body.RRight.Material = tog and "Neon" or "SmoothPlastic"
		body.RRight.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Maroon")

		car.DriveSeat.LI.Value = tog
		car.DriveSeat.RI.Value = tog
	end
end

function blink(typ)
	b = typ
	if blinking == true then
		blinking = false
	else
		blinking = true
		while blinking do
			Toggle(typ, true)
			script.Parent:FireClient(player, 'blink', .9, true)
			wait(1/3)
			Toggle(typ, false)
			script.Parent:FireClient(player, 'blink', 0.8, true)
			wait(1/3)
		end
		Toggle('Hazards', false)
		script.Parent:FireClient(player, 'blink', .9, false)
	end
end

script.Parent.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") and BlinkersEnabled then
		if blinking == true and b == 'Hazards' then
			return
		else
			blinking = false
		end
	end
end)

F.blinkers = function(dir)
	blink(dir)
end

F.rv = function(bool)
	tk.RV.Material = bool and "Neon" or "SmoothPlastic"
end

F.flash = function()
	Toggle('Hazards', true)
	wait(1/3)
	Toggle('Hazards', false)
end

script.Parent.OnServerEvent:connect(function(pl,Fnc,...)
	player = pl
	F[Fnc](...)
end)


Prompt: --[[[Default Controls]]

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

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

	--Control Mapping
	Tune.Controls = {

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

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

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

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

		--Handbrake
		PBrake					= Enum.KeyCode.P					,

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

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


Prompt: -- запоминаем заготовку

Response:
local sample = script.Parent.Lift:Clone() -- берём заготовку
local rand = Random.new()	-- инициализация рандома

script.Parent.Lift:Destroy()	-- удаляем исходник

for i = -7, 7 do
	local pos = CFrame.new(0,0, 10.5*i + 10 + script.Parent.Parent.BasePart.Position.Z)

	local tmp=sample:Clone()
	tmp.Part.Speed.Value=rand:NextInteger(1,8)
	tmp.Part.Moving.Disabled=false
	tmp:SetPrimaryPartCFrame(pos)
	tmp.Parent = script.Parent
end


Prompt: -- Concatenate these two tables, return result.

Response:
function CommonUtil.TableConcat(t1,t2)
    for i=1,#t2 do
        t1[#t1+1] = t2[i]
    end
    return t1
end


Prompt:
--[[**
	ensures Roblox Vector2int16 type

	@param value The value to check against

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

Response: t.Vector2int16 = t.typeof("Vector2int16")


Prompt: --- Sets the text in the command bar text box, and captures focus

Response:
function Window:SetEntryText(text)
	Entry.TextBox.Text = text

	if self:IsVisible() then
		Entry.TextBox:CaptureFocus()
		Entry.TextBox.CursorPosition = #text + 1
		Window:UpdateWindowHeight()
	end
end


Prompt: --[[Susupension]]

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

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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

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


Prompt:
---------------------------
--[[
	--Main anchor point is the DriveSeat <car.DriveSeat>

	Usage:
		MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld"  **Applies to Motor welds only
		ModelWeld(Model,MainPart)
	Example:
		MakeWeld(car.DriveSeat,misc.PassengerSeat)
		MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
		ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here


Prompt: -- Import into an entire datastore type:

Response:
local function importDataStoresFromTable(origin, destination, warnFunc, methodName, prefix, isOrdered)
	for name, scopes in pairs(origin) do
		if type(name) ~= "string" then
			warnFunc(("%s: ignored %s > %q (name is not a string, but a %s)")
				:format(methodName, prefix, tostring(name), typeof(name)))
		elseif type(scopes) ~= "table" then
			warnFunc(("%s: ignored %s > %q (scope list is not a table, but a %s)")
				:format(methodName, prefix, name, typeof(scopes)))
		elseif #name == 0 then
			warnFunc(("%s: ignored %s > %q (name is an empty string)")
				:format(methodName, prefix, name))
		elseif #name > Constants.MAX_LENGTH_NAME then
			warnFunc(("%s: ignored %s > %q (name exceeds %d character limit)")
				:format(methodName, prefix, name, Constants.MAX_LENGTH_NAME))
		else
			for scope, data in pairs(scopes) do
				if type(scope) ~= "string" then
					warnFunc(("%s: ignored %s > %q > %q (scope is not a string, but a %s)")
						:format(methodName, prefix, name, tostring(scope), typeof(scope)))
				elseif type(data) ~= "table" then
					warnFunc(("%s: ignored %s > %q > %q (data list is not a table, but a %s)")
						:format(methodName, prefix, name, scope, typeof(data)))
				elseif #scope == 0 then
					warnFunc(("%s: ignored %s > %q > %q (scope is an empty string)")
						:format(methodName, prefix, name, scope))
				elseif #scope > Constants.MAX_LENGTH_SCOPE then
					warnFunc(("%s: ignored %s > %q > %q (scope exceeds %d character limit)")
						:format(methodName, prefix, name, scope, Constants.MAX_LENGTH_SCOPE))
				else
					if not destination[name] then
						destination[name] = {}
					end
					if not destination[name][scope] then
						destination[name][scope] = {}
					end
					Utils.importPairsFromTable(
						data,
						destination[name][scope],
						Interfaces[destination[name][scope]],
						warnFunc,
						methodName,
						("%s > %q > %q"):format(prefix, name, scope),
						isOrdered
					)
				end
			end
		end
	end
end

function MockDataStoreManager.ImportFromJSON(json, verbose)
	local content
	if type(json) == "string" then
		local parsed, value = pcall(function() return HttpService:JSONDecode(json) end)
		if not parsed then
			error("bad argument #1 to 'ImportFromJSON' (string is not valid json)", 2)
		end
		content = value
	elseif type(json) == "table" then
		content = Utils.deepcopy(json)
	else
		error(("bad argument #1 to 'ImportFromJSON' (string or table expected, got %s)"):format(typeof(json)), 2)
	end

	local warnFunc = warn -- assume verbose as default
	if verbose == false then -- intentional formatting
		warnFunc = function() end
	end

	if type(content.GlobalDataStore) == "table" then
		Utils.importPairsFromTable(
			content.GlobalDataStore,
			Data.GlobalDataStore,
			Interfaces[Data.GlobalDataStore],
			warnFunc,
			"ImportFromJSON",
			"GlobalDataStore",
			false
		)
	end
	if type(content.DataStore) == "table" then
		importDataStoresFromTable(
			content.DataStore,
			Data.DataStore,
			warnFunc,
			"ImportFromJSON",
			"DataStore",
			false
		)
	end
	if type(content.OrderedDataStore) == "table" then
		importDataStoresFromTable(
			content.OrderedDataStore,
			Data.OrderedDataStore,
			warnFunc,
			"ImportFromJSON",
			"OrderedDataStore",
			true
		)
	end
end

return MockDataStoreManager


Prompt: -- Player specific convenience variables

Response:
local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil
local MyMouse = nil

local RecoilAnim
local RecoilTrack = nil

local IconURL = Tool.TextureId  -- URL to the weapon icon asset

local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')

local FireSound

local OnFireConnection = nil
local OnReloadConnection = nil

local DecreasedAimLastShot = false
local LastSpreadUpdate = time()


Prompt: -- tween the sound to the speed

Response:
local tween = game:GetService("TweenService"):Create(waterSound,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.In),{["Volume"] = math.clamp(speed/maxSpeed,0,1)}) -- end of tweencreate
tween:Play()
end


Prompt: -- VIP SERVER OWNER

Response: VipServerOwner = "NonAdmin";


Prompt: -- Simple raycast alias

Response:
local function Cast(origin, direction, ignoreDescendantsInstance, ignoreWater)
	local castRay = Ray.new(origin, direction)
	return Workspace:FindPartOnRay(castRay, ignoreDescendantsInstance, false, ignoreWater)
end


Prompt: ------//Aim Animations

Response:
self.RightAim 		= CFrame.new(-.575, 0.1, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
self.LeftAim 		= CFrame.new(1.4,0.25,-1.45) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25));


Prompt: --[[Steering]]

Response:
	Tune.SteerInner		= 26		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 25		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .06		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 330		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree

	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness


Prompt: --Handlebars hinge

Response:
bike.FrontSection.TripleTreeHinge.Size = Vector3.new(_Tune.HingeSize,_Tune.HingeSize,_Tune.HingeSize)
bike.FrontSection.TripleTreeHinge.CustomPhysicalProperties = PhysicalProperties.new(_Tune.HingeDensity,0,0,100,100)
if _Tune.HingesVisible or _Tune.Debug then bike.FrontSection.TripleTreeHinge.Transparency = .75 else bike.FrontSection.TripleTreeHinge.Transparency = 1 end

local shinge = bike.FrontSection.TripleTreeHinge:Clone()
shinge.Parent = bike.Body
shinge.Name = "SteeringHinge"

local shingea = Instance.new("Attachment", shinge)
local shingeb = Instance.new("Attachment", bike.FrontSection.TripleTreeHinge)
local shingec = Instance.new("HingeConstraint", shinge)
shingec.Attachment0 = shingea
shingec.Attachment1 = shingeb
shingec.LimitsEnabled = true
shingec.UpperAngle = _Tune.SteerAngle
shingec.LowerAngle = -_Tune.SteerAngle
shingec.ActuatorType = "None"


Prompt:
--[[
	Invisicam - Occlusion module that makes objects occluding character view semi-transparent
	2018 Camera Update - AllYourBlox
--]]


Prompt: --[[ Roblox Services ]]

Response:
--
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")


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		= 3.30			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.30		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		2.89		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		1.99		,
		--[[ 3 ]]		1.51		,
		--[[ 4 ]]		1.20		,
		--[[ 5 ]]		1.00		,
		--[[ 6 ]]		0.85		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --[[ The ClickToMove Controller Class ]]

Response:
--
local KeyboardController = require(script.Parent:WaitForChild("Keyboard"))
local ClickToMove = setmetatable({}, KeyboardController)
ClickToMove.__index = ClickToMove

function ClickToMove.new(CONTROL_ACTION_PRIORITY)
	local self = setmetatable(KeyboardController.new(CONTROL_ACTION_PRIORITY), ClickToMove)

	self.fingerTouches = {}
	self.numUnsunkTouches = 0
	-- PC simulation
	self.mouse1Down = tick()
	self.mouse1DownPos = Vector2.new()
	self.mouse2DownTime = tick()
	self.mouse2DownPos = Vector2.new()
	self.mouse2UpTime = tick()

	self.keyboardMoveVector = ZERO_VECTOR3

	self.tapConn = nil
	self.inputBeganConn = nil
	self.inputChangedConn = nil
	self.inputEndedConn = nil
	self.humanoidDiedConn = nil
	self.characterChildAddedConn = nil
	self.onCharacterAddedConn = nil
	self.characterChildRemovedConn = nil
	self.renderSteppedConn = nil
	self.menuOpenedConnection = nil

	self.running = false

	self.wasdEnabled = false

	return self
end

function ClickToMove:DisconnectEvents()
	DisconnectEvent(self.tapConn)
	DisconnectEvent(self.inputBeganConn)
	DisconnectEvent(self.inputChangedConn)
	DisconnectEvent(self.inputEndedConn)
	DisconnectEvent(self.humanoidDiedConn)
	DisconnectEvent(self.characterChildAddedConn)
	DisconnectEvent(self.onCharacterAddedConn)
	DisconnectEvent(self.renderSteppedConn)
	DisconnectEvent(self.characterChildRemovedConn)
	DisconnectEvent(self.menuOpenedConnection)
end

function ClickToMove:OnTouchBegan(input, processed)
	if self.fingerTouches[input] == nil and not processed then
		self.numUnsunkTouches = self.numUnsunkTouches + 1
	end
	self.fingerTouches[input] = processed
end

function ClickToMove:OnTouchChanged(input, processed)
	if self.fingerTouches[input] == nil then
		self.fingerTouches[input] = processed
		if not processed then
			self.numUnsunkTouches = self.numUnsunkTouches + 1
		end
	end
end

function ClickToMove:OnTouchEnded(input, processed)
	if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then
		self.numUnsunkTouches = self.numUnsunkTouches - 1
	end
	self.fingerTouches[input] = nil
end

function ClickToMove:OnCharacterAdded(character)
	self:DisconnectEvents()

	self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
		if input.UserInputType == Enum.UserInputType.Touch then
			self:OnTouchBegan(input, processed)
		end

		-- Cancel path when you use the keyboard controls if wasd is enabled.
		if self.wasdEnabled and processed == false and input.UserInputType == Enum.UserInputType.Keyboard
			and movementKeys[input.KeyCode] then
			CleanupPath()
			ClickToMoveDisplay.CancelFailureAnimation()
		end
		if input.UserInputType == Enum.UserInputType.MouseButton1 then
			self.mouse1DownTime = tick()
			self.mouse1DownPos = input.Position
		end
		if input.UserInputType == Enum.UserInputType.MouseButton2 then
			self.mouse2DownTime = tick()
			self.mouse2DownPos = input.Position
		end
	end)

	self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
		if input.UserInputType == Enum.UserInputType.Touch then
			self:OnTouchChanged(input, processed)
		end
	end)

	self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
		if input.UserInputType == Enum.UserInputType.Touch then
			self:OnTouchEnded(input, processed)
		end

		if input.UserInputType == Enum.UserInputType.MouseButton2 then
			self.mouse2UpTime = tick()
			local currPos = input.Position
			-- We allow click to move during path following or if there is no keyboard movement
			local allowed = ExistingPather or self.keyboardMoveVector.Magnitude <= 0
			if self.mouse2UpTime - self.mouse2DownTime < 0.25 and (currPos - self.mouse2DownPos).magnitude < 5 and allowed then
				local positions = {currPos}
				OnTap(positions)
			end
		end
	end)

	self.tapConn = UserInputService.TouchTap:Connect(function(touchPositions, processed)
		if not processed then
			OnTap(touchPositions, nil, true)
		end
	end)

	self.menuOpenedConnection = GuiService.MenuOpened:Connect(function()
		CleanupPath()
	end)

	local function OnCharacterChildAdded(child)
		if UserInputService.TouchEnabled then
			if child:IsA('Tool') then
				child.ManualActivationOnly = true
			end
		end
		if child:IsA('Humanoid') then
			DisconnectEvent(self.humanoidDiedConn)
			self.humanoidDiedConn = child.Died:Connect(function()
				if ExistingIndicator then
					DebrisService:AddItem(ExistingIndicator.Model, 1)
				end
			end)
		end
	end

	self.characterChildAddedConn = character.ChildAdded:Connect(function(child)
		OnCharacterChildAdded(child)
	end)
	self.characterChildRemovedConn = character.ChildRemoved:Connect(function(child)
		if UserInputService.TouchEnabled then
			if child:IsA('Tool') then
				child.ManualActivationOnly = false
			end
		end
	end)
	for _, child in pairs(character:GetChildren()) do
		OnCharacterChildAdded(child)
	end
end

function ClickToMove:Start()
	self:Enable(true)
end

function ClickToMove:Stop()
	self:Enable(false)
end

function ClickToMove:CleanupPath()
	CleanupPath()
end

function ClickToMove:Enable(enable, enableWASD, touchJumpController)
	if enable then
		if not self.running then
			if Player.Character then -- retro-listen
				self:OnCharacterAdded(Player.Character)
			end
			self.onCharacterAddedConn = Player.CharacterAdded:Connect(function(char)
				self:OnCharacterAdded(char)
			end)
			self.running = true
		end
		self.touchJumpController = touchJumpController
		if self.touchJumpController then
			self.touchJumpController:Enable(self.jumpEnabled)
		end
	else
		if self.running then
			self:DisconnectEvents()
			CleanupPath()
			-- Restore tool activation on shutdown
			if UserInputService.TouchEnabled then
				local character = Player.Character
				if character then
					for _, child in pairs(character:GetChildren()) do
						if child:IsA('Tool') then
							child.ManualActivationOnly = false
						end
					end
				end
			end
			self.running = false
		end
		if self.touchJumpController and not self.jumpEnabled then
			self.touchJumpController:Enable(true)
		end
		self.touchJumpController = nil
	end

	-- Extension for initializing Keyboard input as this class now derives from Keyboard
	if UserInputService.KeyboardEnabled and enable ~= self.enabled then

		self.forwardValue  = 0
		self.backwardValue = 0
		self.leftValue = 0
		self.rightValue = 0

		self.moveVector = ZERO_VECTOR3

		if enable then
			self:BindContextActions()
			self:ConnectFocusEventListeners()
		else
			self:UnbindContextActions()
			self:DisconnectFocusEventListeners()
		end
	end

	self.wasdEnabled = enable and enableWASD or false
	self.enabled = enable
end

function ClickToMove:OnRenderStepped(dt)
	-- Reset jump
	self.isJumping = false

	-- Handle Pather
	if ExistingPather then
		-- Let the Pather update
		ExistingPather:OnRenderStepped(dt)

		-- If we still have a Pather, set the resulting actions
		if ExistingPather then
			-- Setup move (NOT relative to camera)
			self.moveVector = ExistingPather.NextActionMoveDirection
			self.moveVectorIsCameraRelative = false

			-- Setup jump (but do NOT prevent the base Keayboard class from requesting jumps as well)
			if ExistingPather.NextActionJump then
				self.isJumping = true
			end
		else
			self.moveVector = self.keyboardMoveVector
			self.moveVectorIsCameraRelative = true
		end
	else
		self.moveVector = self.keyboardMoveVector
		self.moveVectorIsCameraRelative = true
	end

	-- Handle Keyboard's jump
	if self.jumpRequested then
		self.isJumping = true
	end
end


Prompt: --Engine Curve

Response:
local HP=_Tune.Horsepower/100
local HP_T=((_Tune.Horsepower*((_TPsi)*(_Tune.T_Efficiency/10))/7.5)/2)/100
local HP_S=((_Tune.Horsepower*((_SPsi)*(_Tune.S_Efficiency/10))/7.5)/2)/100

local Peak=_Tune.PeakRPM/1000
local Sharpness=_Tune.PeakSharpness
local CurveMult=_Tune.CurveMult
local EQ=_Tune.EqPoint/1000

function CurveN(RPM)
	RPM=RPM/1000
	return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))
end
local PeakCurveN = CurveN(_Tune.PeakRPM)

function CurveT(RPM)
	RPM=RPM/1000
	return ((-(RPM-Peak)^2)*math.min(HP_T/(Peak^2),CurveMult^(Peak/HP_T))+HP_T)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))
end
local PeakCurveT = CurveT(_Tune.PeakRPM)

function CurveS(RPM)
	RPM=RPM/1000
	return ((-(RPM-Peak)^2)*math.min(HP_S/(Peak^2),CurveMult^(Peak/HP_S))+HP_S)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1))))
end
local PeakCurveS = CurveS(_Tune.PeakRPM)


Prompt: --- Code that will be run when the block is added to a InfoOverlay. Used to customize and edit the appearance or add functionality.

Response:
return function(blockGui, blockName, ...)
	local description = ...
	blockGui.desc.Text = description
end


Prompt:
-- These controllers handle only walk/run movement, jumping is handled by the
-- TouchJump controller if any of these are active

Response:
local ClickToMove = require(script:WaitForChild("ClickToMoveController"))
local TouchThumbstick = require(script:WaitForChild("TouchThumbstick"))
local TouchThumbpad = require(script:WaitForChild("TouchThumbpad"))
local TouchJump = require(script:WaitForChild("TouchJump"))

local VehicleController = require(script:WaitForChild("VehicleController"))

local CONTROL_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value


Prompt: -- return to idle if finishing an emote

Response:
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end

currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
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

local repeatAnim = currentAnim


Prompt: -- Preload animations

Response:
function playAnimation(animName, transitionTime, humanoid)

	local roll = math.random(1, animTable[animName].totalWeight)
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end


Prompt:
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill


Response:
local characterClone = require(game.ReplicatedStorage.CharacterClone)
local clones = {}

local function onCharacter(character)
	if (character) then
		character.Archivable = true
		character:WaitForChild("Humanoid") -- weird bug

		local cloneA = characterClone.new(character)
		local cloneB = characterClone.new(character)
		dualWorld.PortalA:AddToWorld(cloneA.Clone)
		dualWorld.PortalB:AddToWorld(cloneB.Clone)
		table.insert(clones, cloneA)
		table.insert(clones, cloneB)
	end
end

game.Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(onCharacter)
end)

wait(1)

for _, player in next, game.Players:GetPlayers() do
	onCharacter(player.Character)
	player.CharacterAdded:Connect(onCharacter)
end

game:GetService("RunService").RenderStepped:Connect(function(dt)
	for i = 1, #clones do
		clones[i]:Update()
	end
end)


Response:
local u_categories = options.unicodeData and require(script:WaitForChild("_unicodechar_category"));
local chr_scripts = options.unicodeData and require(script:WaitForChild("_scripts"));
local xuc_chr = options.unicodeData and require(script:WaitForChild("_xuc"));
local proxy = setmetatable({ }, { __mode = 'k' });
local re, re_m, match_m = { }, { }, { };
local lockmsg;


Prompt: -- Format params: paramName, expectedType, actualType

Response: local ERR_INVALID_TYPE = "Invalid type for parameter '%s' (Expected %s, got %s)"


Prompt: -- Format params: methodName, ctorName

Response: local ERR_NOT_INSTANCE = "Cannot statically invoke method '%s' - It is an instance method. Call it on an instance of this class created via %s"


Prompt: -- slash1

Response:
Attack(target,fleshDamage)
else
Move(target.Character.PrimaryPart.Position)
end
else
target,targetType = nil,nil
end
wait(.3)
end

elseif targetType == "Model" then
while target and target.PrimaryPart and target:IsDescendantOf(workspace) and lastLock == sessionLock do
Move(target.PrimaryPart.Position)
local dist = (root.Position-target.PrimaryPart.Position).magnitude
if dist < 15 then


Prompt: -- Remove the default loading screen

Response:
ReplicatedFirst:RemoveDefaultLoadingScreen()

local tweenInfo = TweenInfo.new(4, Enum.EasingStyle.Linear, Enum.EasingDirection.In, -1)
local tween = TweenService:Create(loadingRing, tweenInfo, {Rotation = 360})
tween:Play()

wait(12)  -- Force screen to appear for a minimum number of seconds
if not game:IsLoaded() then
	game.Loaded:Wait()
end
screenGui:Destroy()


Prompt:
--[[
	Calls awaitStatus internally, returns (isResolved, values...)
]]

Response:
function Promise.prototype:await()
	return awaitHelper(self:awaitStatus())
end

local function expectHelper(status, ...)
	if status ~= Promise.Status.Resolved then
		error((...) == nil and "Expected Promise rejected with no value." or (...), 3)
	end

	return ...
end


Response:
	,EnableHolster = false
	,HolsterTo = 'Torso'				 -- Put the name of the body part you wanna holster to
	,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))

	,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20))	--server

	,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
	,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))

	,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(1.2,0.1,-1.6) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20))	--Client
}

return Config


Prompt:
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------

Response:
	,VRecoil = {20,25}				--- Vertical Recoil
	,HRecoil = {10,15}				--- Horizontal Recoil
	,AimRecover = 1					---- Between 0 & 1

	,RecoilPunch = 1.25
	,VPunchBase = 15				--- Vertical Punch
	,HPunchBase = 7					--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 1 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.1
	,MinRecoilPower = 1
	,MaxRecoilPower = 3
	,RecoilPowerStepAmount = 1

	,MinSpread = 0					--- Min bullet spread value | Studs
	,MaxSpread = 75					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 5
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	1					--- Max sway value based on player stamina | Studs


Prompt: --------------------[ MATH FUNCTIONS ]------------------------------------------------

Response:
function Map(Val, fromLow, fromHigh, toLow, toHigh)
	return (Val - fromLow) * (toHigh - toLow) / (fromHigh - fromLow) + toLow
end

function numLerp(A, B, Alpha)
	return A + (B - A) * Alpha
end

function RAND(Min, Max, Accuracy)
	return numLerp(Min, Max, math.random())
	--[[local Inverse = 1 / (Accuracy or 1)
	return (math.random(Min * Inverse, Max * Inverse) / Inverse)]]
end

function Round(Num, toNearest)
	return math.floor(Num / toNearest + 0.5) * toNearest
end

function getNearestPoint(A, B, Origin)
	local A2 = (A - Origin).magnitude
	local B2 = (B - Origin).magnitude
	return (math.min(A2, B2) == A2 and A or B)
end


Prompt: --- RUNTIME

Response:
Players.PlayerAdded:Connect(PlayerAdded)
Players.PlayerRemoving:Connect(PlayerRemoving)
Remote.OnServerEvent:Connect(Fire)