Prompt: --print(Valor)

Response:
if Valor == true then
	if Correndo.Value == true then
		ChangeStance = true
		Correndo.Value = false
		Stand()
		Stances = 0
	end
	if Stances == 0 then
		Stand()
	end

	TS:Create(Poses.Levantado, TweenInfo.new(5), {ImageColor3 =  Color3.fromRGB(150,0,0)} ):Play()
	TS:Create(Poses.Agaixado, TweenInfo.new(5), {ImageColor3 =  Color3.fromRGB(150,0,0)} ):Play()
	TS:Create(Poses.Deitado, TweenInfo.new(5), {ImageColor3 =  Color3.fromRGB(150,0,0)} ):Play()

	--Poses.Levantado.ImageColor3 = Color3.fromRGB(100,0,0)
	--Poses.Agaixado.ImageColor3 = Color3.fromRGB(100,0,0)
	--Poses.Deitado.ImageColor3 = Color3.fromRGB(100,0,0)
	--Main.Status.Barra.Stamina.BackgroundColor3 = Color3.fromRGB(170,0,0)
else
	if Stances == 0 then
		Stand()
	end

	TS:Create(Poses.Levantado, TweenInfo.new(5), {ImageColor3 =  Color3.fromRGB(255,255,255)} ):Play()
	TS:Create(Poses.Agaixado, TweenInfo.new(5), {ImageColor3 =  Color3.fromRGB(255,255,255)} ):Play()
	TS:Create(Poses.Deitado, TweenInfo.new(5), {ImageColor3 =  Color3.fromRGB(255,255,255)} ):Play()

	--Poses.Levantado.ImageColor3 = Color3.fromRGB(0,0,0)
	--Poses.Agaixado.ImageColor3 = Color3.fromRGB(0,0,0)
	--Poses.Deitado.ImageColor3 = Color3.fromRGB(0,0,0)
	--Main.Status.Barra.Stamina.BackgroundColor3 = Color3.fromRGB(125,125,125)
end
end)

local BleedTween = TS:Create(Main.Poses.Bleeding, TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,-1,true), {ImageColor3 =  Color3.fromRGB(150, 0, 0)} )

Sangrando.Changed:Connect(function(Valor)
if Valor == true then
	Main.Poses.Bleeding.ImageColor3 = Color3.fromRGB(255,255,255)
	Main.Poses.Bleeding.Visible = true
	BleedTween:Play()
else
	Main.Poses.Bleeding.Visible = false
	BleedTween:Cancel()
end
end)

Caido.Changed:Connect(function(Valor)
if Valor == true then
		if Stances ~= 0 then

			Poses.Levantado.Visible = true
			Poses.Agaixado.Visible = false
			Poses.Deitado.Visible = false
			Poses.Esg_Right.Visible = false
			Poses.Esg_Left.Visible = false
			CameraX = 0
			CameraY = 1
			Stances = 0
			Correndo.Value = false
			Steady = false
			Stand()
		end

end
end)

local a = Main.Vest.TextBox
local b = Main.Helm.TextBox
local Ener = Main.Poses.Energy

function Vest()
	a.Text = math.ceil(Protecao.VestVida.Value)
	a.Parent.ImageColor3 = Color3.fromRGB(255,0,0)
	TS:Create(a.Parent, TweenInfo.new(2), {ImageColor3 =  Color3.fromRGB(255, 255, 255)} ):Play()
	if Protecao.VestVida.Value <= 0 then
		a.Parent.Visible = false
	else
		a.Parent.Visible = true
	end
end

function Helmet()
	b.Text = math.ceil(Protecao.HelmetVida.Value)
	b.Parent.ImageColor3 = Color3.fromRGB(255,0,0)
	TS:Create(b.Parent, TweenInfo.new(2), {ImageColor3 =  Color3.fromRGB(255, 255, 255)} ):Play()

	if Protecao.HelmetVida.Value <= 0 then
		b.Parent.Visible = false
	else
		b.Parent.Visible = true
	end
end

function Stamina()
if ServerConfig.EnableStamina then
	if saude.Variaveis.Stamina.Value <= (saude.Variaveis.Stamina.MaxValue/2) then
		Ener.ImageColor3 = Color3.new(1,saude.Variaveis.Stamina.Value/(saude.Variaveis.Stamina.MaxValue/2),saude.Variaveis.Stamina.Value/saude.Variaveis.Stamina.MaxValue)
		Ener.Visible = true
	elseif saude.Variaveis.Stamina.Value < saude.Variaveis.Stamina.MaxValue then
		Ener.ImageColor3 = Color3.new(1,1,saude.Variaveis.Stamina.Value/saude.Variaveis.Stamina.MaxValue)
		Ener.Visible = true
	elseif saude.Variaveis.Stamina.Value >= saude.Variaveis.Stamina.MaxValue then
		Ener.Visible = false
	end
else
	saude.Variaveis.Stamina.Value = saude.Variaveis.Stamina.MaxValue
	Ener.Visible = false
end
end

Vest()
Helmet()
Stamina()

Protecao.VestVida.Changed:Connect(Vest)
Protecao.HelmetVida.Changed:Connect(Helmet)
saude.Variaveis.Stamina.Changed:Connect(Stamina)

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

local uis = game:GetService('UserInputService')
local Evt = Engine:WaitForChild("Eventos")
local placeEvent = Evt.Rappel:WaitForChild('PlaceEvent')
local ropeEvent = Evt.Rappel:WaitForChild('RopeEvent')
local cutEvent = Evt.Rappel:WaitForChild('CutEvent')

uis.InputBegan:connect(function(input,chat)
	if not chat and Rappeling.Value == true then
		if input.KeyCode == Enum.KeyCode.C then
			ropeEvent:FireServer('Up',true)
		end;

		if input.KeyCode == Enum.KeyCode.X then
			ropeEvent:FireServer('Down',true)
		end;
	end
end)

uis.InputEnded:connect(function(input,chat)
	if not chat and Rappeling.Value == true then
		if input.KeyCode == Enum.KeyCode.C then
			ropeEvent:FireServer('Up',false)
		end;

		if input.KeyCode == Enum.KeyCode.X then
			ropeEvent:FireServer('Down',false)
		end;
	end
end)

function L_150_.Update()

local L_174_ = CFrame.new()
L_153_.cornerPeek.t = L_153_.peekFactor * Virar
local L_326_ = CFrame.fromAxisAngle(Vector3.new(0, 0, 1), L_153_.cornerPeek.p) -- SOLUTION TO 3RD PERSON --> CFrame.new(10,0,0) * CFrame.fromAxisAngle(Vector3.new(0,0,1), this.cornerPeek.p)
Camera.CFrame = Camera.CFrame * L_326_ * L_174_
if saude.Variaveis.Stamina.Value <= (saude.Variaveis.Stamina.MaxValue/2) then
local StaminaX = (1 - (saude.Variaveis.Stamina.Value)/(saude.Variaveis.Stamina.MaxValue/2))/20
Camera.CoordinateFrame = Camera.CoordinateFrame * CFrame.Angles( math.rad( StaminaX * math.sin( tick() * 3.5 )) , math.rad( StaminaX * math.sin( tick() * 1 )), 0)
end
end

local Nadando = false

function onStateChanged(_,state)
	--print(state)
	if state == Enum.HumanoidStateType.Swimming then
		Nadando = true
	else
		Nadando = false
	end
end

maxAir = 100
air = maxAir

lastHealth = 100
lastHealth2 = 100
maxWidth = 0.96

Humanoid.StateChanged:connect(onStateChanged)
game:GetService("RunService"):BindToRenderStep("Camera Update", 200, L_150_.Update)

while wait() do
	if ServerConfig.CanDrown then
		local headLoc = game.Workspace.Terrain:WorldToCell(player.Character.Head.Position)
		local hasAnyWater = game.Workspace.Terrain:GetWaterCell(headLoc.x, headLoc.y, headLoc.z)
		if player.Character.Humanoid.Health ~= 0 then
			if hasAnyWater then
				if air > 0 then
					air = air-0.15
				elseif air <= 0 then
					air = 0
					Evt.Afogar:FireServer()
				end
			else
				if air < maxAir then
					air = air + .5
				end
			end
		end

		if air <= 50 then
			script.Parent.Frame.Oxygen.ImageColor3 = Color3.new(1,air/50,air/100)
			script.Parent.Frame.Oxygen.Visible = true
		elseif air < maxAir then
			script.Parent.Frame.Oxygen.ImageColor3 = Color3.new(1,1,air/100)
			script.Parent.Frame.Oxygen.Visible = true
		elseif air >= maxAir then
			script.Parent.Frame.Oxygen.Visible = false
		end
		script.Parent.Efeitos.Oxigen.ImageTransparency = air/100
		if air <= 25 then
			script.Parent.Efeitos.Oxigen.BackgroundTransparency = air/25
		end
	end
	if ServerConfig.EnableStamina then
		if Correndo.Value == true and Velocidade > 0 then
			saude.Variaveis.Stamina.Value = saude.Variaveis.Stamina.Value - ServerConfig.RunValue
		elseif Stances == 0 and (Correndo.Value == false or Velocidade <= 0) then
			saude.Variaveis.Stamina.Value = saude.Variaveis.Stamina.Value + ServerConfig.StandRecover
		elseif Stances == 1 and (Correndo.Value == false or Velocidade <= 0) then
			saude.Variaveis.Stamina.Value = saude.Variaveis.Stamina.Value + ServerConfig.CrouchRecover
		elseif Stances == 2 and (Correndo.Value == false or Velocidade <= 0) then
			saude.Variaveis.Stamina.Value = saude.Variaveis.Stamina.Value + ServerConfig.ProneRecover
		end
	end
end


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

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


Prompt: -- Replace the values of these variables with true or false to control which Core GUI elements should be disabled initially

Response: local DISABLE_COREUI = EasyLoadConfig.ShowCoreUI


Prompt: -- RAGDOLL A R6 CHARACTER.

Response:
local function getAttachment0(attachmentName, char)
	for _,child in next,char:GetChildren() do
		local attachment = child:FindFirstChild(attachmentName)
		if attachment then
			return attachment
		end
	end
end

local function ragdollPlayer(char)
	local head = char["Head"]
	local hum = char:WaitForChild("Humanoid")
	local leftarm = char["Left Arm"]
	local leftleg = char["Left Leg"]
	local rightleg = char["Right Leg"]
	local rightarm = char["Right Arm"]
	local torso = char.Torso
	hum.PlatformStand = true
	local root =char:FindFirstChild("HumanoidRootPart")
	if root ~= nil then
		root:Destroy()
	end
	local rootA =Instance.new("Attachment")
	local HeadA = Instance.new("Attachment")
	local LeftArmA = Instance.new("Attachment")
	local LeftLegA = Instance.new("Attachment")
	local RightArmA = Instance.new("Attachment")
	local RightLegA = Instance.new("Attachment")
	local TorsoA = Instance.new("Attachment")
	local TorsoA1 = Instance.new("Attachment")
	local TorsoA2 = Instance.new("Attachment")
	local TorsoA3 = Instance.new("Attachment")
	local TorsoA4 = Instance.new("Attachment")
	local TorsoA5 = Instance.new("Attachment")

	local impactH = script.ImpactSound:Clone()
	impactH.Parent = head
	impactH.Disabled = false
	local impactLA = script.ImpactSound:Clone()
	impactLA.Parent = leftarm
	impactLA.Disabled = false
	local impactRA = script.ImpactSound:Clone()
	impactRA.Parent = rightarm
	impactRA.Disabled = false

	local function set1()
		HeadA.Name = "HeadA"
		HeadA.Parent = head
		HeadA.Position = Vector3.new(0, -0.5, 0)
		HeadA.Rotation = Vector3.new(0, 0, 0)
		HeadA.Axis = Vector3.new(1, 0, 0)
		HeadA.SecondaryAxis = Vector3.new(0, 1, 0)
		LeftArmA.Name = "LeftArmA"
		LeftArmA.Parent = leftarm
		LeftArmA.Position = Vector3.new(0.5, 1, 0)
		LeftArmA.Rotation = Vector3.new(0, 0, 0)
		LeftArmA.Axis = Vector3.new(1, 0, 0)
		LeftArmA.SecondaryAxis = Vector3.new(0, 1, 0)
		LeftLegA.Name = "LeftLegA"
		LeftLegA.Parent = leftleg
		LeftLegA.Position = Vector3.new(0, 1, 0)
		LeftLegA.Rotation = Vector3.new(0, 0, 0)
		LeftLegA.Axis = Vector3.new(1, 0, 0)
		LeftLegA.SecondaryAxis = Vector3.new(0, 1, 0)
		RightArmA.Name = "RightArmA"
		RightArmA.Parent = rightarm
		RightArmA.Position = Vector3.new(-0.5, 1, 0)
		RightArmA.Rotation = Vector3.new(0, 0, 0)
		RightArmA.Axis = Vector3.new(1, 0, 0)
		RightArmA.SecondaryAxis = Vector3.new(0, 1, 0)
		RightLegA.Name = "RightLegA"
		RightLegA.Parent = rightleg
		RightLegA.Position = Vector3.new(0, 1, 0)
		RightLegA.Rotation = Vector3.new(0, 0, 0)
		RightLegA.Axis = Vector3.new(1, 0, 0)
		RightLegA.SecondaryAxis = Vector3.new(0, 1, 0)
		rootA.Name= "rootA"
		rootA.Parent = root
		rootA.Position = Vector3.new(0, 0, 0)
		rootA.Rotation = Vector3.new(0, 90, 0)
		rootA.Axis = Vector3.new(0, 0, -1)
		rootA.SecondaryAxis = Vector3.new(0, 1, 0)
	end
	local function set2()
		TorsoA.Name = "TorsoA"
		TorsoA.Parent = torso
		TorsoA.Position = Vector3.new(0.5, -1, 0)
		TorsoA.Rotation = Vector3.new(0, 0, 0)
		TorsoA.Axis = Vector3.new(1, 0, 0)
		TorsoA.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA1.Name = "TorsoA1"
		TorsoA1.Parent = torso
		TorsoA1.Position = Vector3.new(-0.5, -1, 0)
		TorsoA1.Rotation = Vector3.new(0, 0, 0)
		TorsoA1.Axis = Vector3.new(1, 0, 0)
		TorsoA1.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA2.Name = "TorsoA2"
		TorsoA2.Parent = torso
		TorsoA2.Position = Vector3.new(-1, 1, 0)
		TorsoA2.Rotation = Vector3.new(0, 0, 0)
		TorsoA2.Axis = Vector3.new(1, 0, 0)
		TorsoA2.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA3.Name = "TorsoA3"
		TorsoA3.Parent = torso
		TorsoA3.Position = Vector3.new(1, 1, 0)
		TorsoA3.Rotation = Vector3.new(0, 0, 0)
		TorsoA3.Axis = Vector3.new(1, 0, 0)
		TorsoA3.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA4.Name = "TorsoA4"
		TorsoA4.Parent = torso
		TorsoA4.Position = Vector3.new(0, 1, 0)
		TorsoA4.Rotation = Vector3.new(0, 0, 0)
		TorsoA4.Axis = Vector3.new(1, 0, 0)
		TorsoA4.SecondaryAxis = Vector3.new(0, 1, 0)
		TorsoA5.Name = "TorsoA5"
		TorsoA5.Parent = torso
		TorsoA5.Position = Vector3.new(0, 0, 0)
		TorsoA5.Rotation = Vector3.new(0, 90, 0)
		TorsoA5.Axis = Vector3.new(0, 0, -1)
		TorsoA5.SecondaryAxis = Vector3.new(0, 1, 0)
	end
	spawn(set1)
	spawn(set2)
	--[[
	local HA = Instance.new("HingeConstraint")
	HA.Parent = head
	HA.Attachment0 = HeadA
	HA.Attachment1 = TorsoA4
	HA.Enabled = true
	HA.LimitsEnabled=true
	HA.LowerAngle=0
	HA.UpperAngle=0
	--]]
	local LAT = Instance.new("BallSocketConstraint")
	LAT.Parent = leftarm
	LAT.Attachment0 = LeftArmA
	LAT.Attachment1 = TorsoA2
	LAT.Enabled = true
	LAT.LimitsEnabled=true
	LAT.UpperAngle=90
	local RAT = Instance.new("BallSocketConstraint")
	RAT.Parent = rightarm
	RAT.Attachment0 = RightArmA
	RAT.Attachment1 = TorsoA3
	RAT.Enabled = true
	RAT.LimitsEnabled=false
	RAT.UpperAngle=90
	local HA = Instance.new("BallSocketConstraint")
	HA.Parent = head
	HA.Attachment0 = HeadA
	HA.Attachment1 = TorsoA4
	HA.Enabled = true
	HA.LimitsEnabled = true
	HA.TwistLimitsEnabled = true
	HA.UpperAngle = 74
	local TLL = Instance.new("BallSocketConstraint")
	TLL.Parent = torso
	TLL.Attachment0 = TorsoA1
	TLL.Attachment1 = LeftLegA
	TLL.Enabled = true
	TLL.LimitsEnabled=true
	TLL.UpperAngle=90
	local TRL = Instance.new("BallSocketConstraint")
	TRL.Parent = torso
	TRL.Attachment0 = TorsoA
	TRL.Attachment1 = RightLegA
	TRL.Enabled = true
	TRL.LimitsEnabled=true
	TRL.UpperAngle=90
	local RTA = Instance.new("BallSocketConstraint")
	RTA.Parent = root
	RTA.Attachment0 = rootA
	RTA.Attachment1 = TorsoA5
	RTA.Enabled = true
	RTA.LimitsEnabled=true
	RTA.UpperAngle=0
	head.Velocity = head.CFrame.p * CFrame.new(0, -1, -0.1).p
		for _,child in next,char:GetChildren() do
		if child:IsA("Accoutrement") then
			for _,part in next,child:GetChildren() do
				if part:IsA("BasePart") then
					part.Parent = char
					child:remove()
					local attachment1 = part:FindFirstChildOfClass("Attachment")
					local attachment0 = getAttachment0(attachment1.Name, char)
					if attachment0 and attachment1 then
						local constraint = Instance.new("HingeConstraint")
						constraint.Attachment0 = attachment0
						constraint.Attachment1 = attachment1
						constraint.LimitsEnabled = true
						constraint.UpperAngle = 0
						constraint.LowerAngle = 0
						constraint.Parent = char
					end
				end
			end
		end
	end
end

return ragdollPlayer


Prompt: --// Stances

Response:
function Prone()
	UpdateAmmo()
	L_112_:FireServer("Prone")

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

	if not L_24_.TacticalModeEnabled then
		L_155_ = 4
		L_154_ = 0.025
	else
		L_154_ = 0.01
		L_155_ = 4
	end

	L_65_ = true

	Proned2 = Vector3.new(0, 0.5, 0.5)
	L_130_(L_9_,  CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_287_arg1)
		return math.sin(math.rad(L_287_arg1))
	end, 0.25)
	L_130_(L_10_,  CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_288_arg1)
		return math.sin(math.rad(L_288_arg1))
	end, 0.25)
	L_130_(L_11_,  CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_289_arg1)
		return math.sin(math.rad(L_289_arg1))
	end, 0.25)
end

function Stand()
	UpdateAmmo()
	L_112_:FireServer("Stand")

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

	L_65_ = false

	if not L_64_ then
		L_3_:WaitForChild("Humanoid").WalkSpeed = 16
		if L_24_.TacticalModeEnabled then
			L_154_ = 0.09
			L_155_ = 11
		else
			L_154_ = .2
			L_155_ = 17
		end
	elseif L_64_ then
		if L_24_.TacticalModeEnabled then
			L_154_ = 0.015
			L_155_ = 7
			L_3_:WaitForChild("Humanoid").WalkSpeed = 7
		else
			L_3_:WaitForChild("Humanoid").WalkSpeed = 16
			L_155_ = 10
			L_154_ = 0.02
		end
	end

	Proned2 = Vector3.new(0, 0, 0)
	L_130_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_290_arg1)
		return math.sin(math.rad(L_290_arg1))
	end, 0.25)
	L_130_(L_10_,  CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_291_arg1)
		return math.sin(math.rad(L_291_arg1))
	end, 0.25)
	L_130_(L_11_,  CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_292_arg1)
		return math.sin(math.rad(L_292_arg1))
	end, 0.25)
end

function Crouch()
	UpdateAmmo()
	L_112_:FireServer("Crouch")

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

	if not L_24_.TacticalModeEnabled then
		L_155_ = 9
		L_154_ = 0.035
	else
		L_154_ = 0.015
		L_155_ = 9
	end

	L_65_ = true

	Proned2 = Vector3.new(0, 0, 0)
	L_130_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_293_arg1)
		return math.sin(math.rad(L_293_arg1))
	end, 0.25)
	L_130_(L_10_,  CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_294_arg1)
		return math.sin(math.rad(L_294_arg1))
	end, 0.25)
	L_130_(L_11_,  CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_295_arg1)
		return math.sin(math.rad(L_295_arg1))
	end, 0.25)
	L_130_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_296_arg1)
		return math.sin(math.rad(L_296_arg1))
	end, 0.25)
end

function LeanRight()
	if L_93_ ~= 2 then
		L_112_:FireServer("LeanRight")
		L_130_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_297_arg1)
			return math.sin(math.rad(L_297_arg1))
		end, 0.25)
		L_130_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_298_arg1)
			return math.sin(math.rad(L_298_arg1))
		end, 0.25)
		L_130_(L_11_,  nil, nil, function(L_299_arg1)
			return math.sin(math.rad(L_299_arg1))
		end, 0.25)
		L_130_(L_6_:WaitForChild("Clone"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_300_arg1)
			return math.sin(math.rad(L_300_arg1))
		end, 0.25)
		if not L_65_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(1, -0.5, 0)
			}):Play()
		elseif L_65_ then
			if L_93_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(1, -1.5, 0)
				}):Play()
			end
		end;
	end
end

function LeanLeft()
	if L_93_ ~= 2 then
		L_112_:FireServer("LeanLeft")
		L_130_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_301_arg1)
			return math.sin(math.rad(L_301_arg1))
		end, 0.25)
		L_130_(L_10_, nil, nil, function(L_302_arg1)
			return math.sin(math.rad(L_302_arg1))
		end, 0.25)
		L_130_(L_11_,  nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_303_arg1)
			return math.sin(math.rad(L_303_arg1))
		end, 0.25)
		L_130_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_304_arg1)
			return math.sin(math.rad(L_304_arg1))
		end, 0.25)
		if not L_65_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(-1, -0.5, 0)
			}):Play()
		elseif L_65_ then
			if L_93_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(-1, -1.5, 0)
				}):Play()
			end
		end;
	end
end

function Unlean()
	if L_93_ ~= 2 then
		L_112_:FireServer("Unlean")
		L_130_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_305_arg1)
			return math.sin(math.rad(L_305_arg1))
		end, 0.25)
		L_130_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_306_arg1)
			return math.sin(math.rad(L_306_arg1))
		end, 0.25)
		L_130_(L_11_,  nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_307_arg1)
			return math.sin(math.rad(L_307_arg1))
		end, 0.25)
		if L_6_:FindFirstChild('Clone') then
			L_130_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_308_arg1)
				return math.sin(math.rad(L_308_arg1))
			end, 0.25)
		end
		if not L_65_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(0, 0, 0)
			}):Play()
		elseif L_65_ then
			if L_93_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(0, -1, 0)
				}):Play()
			end
		end;
	end
end

local L_165_ = false

L_107_.InputBegan:connect(function(L_309_arg1, L_310_arg2)
	if not L_310_arg2 and L_15_ == true then
		if L_15_ then
			if L_309_arg1.KeyCode == Enum.KeyCode.C or L_309_arg1.KeyCode == Enum.KeyCode.ButtonB then
				if L_93_ == 0 and not L_67_ and L_15_ then
					L_93_ = 1
					Crouch()

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

					L_96_ = false
					L_94_ = true
					L_95_ = false
					L_165_ = true
				end
			end

			if L_309_arg1.KeyCode == Enum.KeyCode.X or L_309_arg1.KeyCode == Enum.KeyCode.ButtonY then
				if L_93_ == 2 and not L_67_ and L_15_ then
					L_165_ = false
					L_93_ = 1
					Crouch()

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

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


Prompt: --Input Handler

Response:
function DealWithInput(input,IsRobloxFunction)
	if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus
		--Shift Down [Manual Transmission]
		if (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_IsOn and ((_TMode=="Auto" and _CGear<=1) and _Tune.AutoShiftVers == "New") or _TMode=="DCT") or _TMode=="Manual") and input.UserInputState == Enum.UserInputState.Begin then
			if not _ShiftDn then _ShiftDn = true end

			--Shift Up [Manual Transmission]
		elseif (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_IsOn and ((_TMode=="Auto" and _CGear<1) and _Tune.AutoShiftVers == "New") or _TMode=="DCT") or _TMode=="Manual") and input.UserInputState == Enum.UserInputState.Begin then
			if not _ShiftUp then _ShiftUp = true end

			--Toggle Clutch
		elseif (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then
			if input.UserInputState == Enum.UserInputState.Begin then
				_ClPressing = true
			elseif input.UserInputState == Enum.UserInputState.End then
				_ClPressing = false
			end

			--Toggle PBrake
		elseif input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then
			if input.UserInputState == Enum.UserInputState.Begin then
				_PBrake = not _PBrake
			elseif input.UserInputState == Enum.UserInputState.End then
				if bike.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end
			end

			--Toggle Transmission
		elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then
			local n=1
			for i,v in pairs(_Tune.TransModes) do
				if v==_TMode then n=i break end
			end
			n=n+1
			if n>#_Tune.TransModes then n=1 end
			_TMode = _Tune.TransModes[n]

			--Throttle
		elseif ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then
			if input.UserInputState == Enum.UserInputState.Begin and _IsOn then
				_InThrot = 1
				_TTick = tick()
			else
				_InThrot = _Tune.IdleThrottle/100
				_BTick = tick()
			end

			--Brake
		elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then
			if input.UserInputState == Enum.UserInputState.Begin then
				_InBrake = 1
			else
				_InBrake = 0
			end

			--Steer Left
		elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then
			if input.UserInputState == Enum.UserInputState.Begin then
				_GSteerT = -1
				_SteerL = true
			else
				if _SteerR then
					_GSteerT = 1
				else
					_GSteerT = 0
				end
				_SteerL = false
			end

			--Steer Right
		elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then
			if input.UserInputState == Enum.UserInputState.Begin then
				_GSteerT = 1
				_SteerR = true
			else
				if _SteerL then
					_GSteerT = -1
				else
					_GSteerT = 0
				end
				_SteerR = false
			end

			--Toggle Mouse Controls
		elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then
			if input.UserInputState == Enum.UserInputState.End then
				_MSteer = not _MSteer
				_InThrot = _Tune.IdleThrottle/100
				_TTick = tick()
				_InBrake = 0
				_GSteerT = 0
			end

			--Toggle TCS
		elseif _Tune.TCS and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then
			if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end

			--Toggle ABS
		elseif _Tune.ABS and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then
			if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end

		end

		--Variable Controls
		if input.UserInputType.Name:find("Gamepad") then
			--Gamepad Steering
			if input.KeyCode == _CTRL["ContlrSteer"] then
				if input.Position.X>= 0 then
					local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)
					if math.abs(input.Position.X)>cDZone then
						_GSteerT = (input.Position.X-cDZone)/(1-cDZone)
					else
						_GSteerT = 0
					end
				else
					local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)
					if math.abs(input.Position.X)>cDZone then
						_GSteerT = (input.Position.X+cDZone)/(1-cDZone)
					else
						_GSteerT = 0
					end
				end

				--Gamepad Throttle
			elseif input.KeyCode == _CTRL["ContlrThrottle"] then
				if _IsOn then
					_InThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)
					if _InThrot > _Tune.IdleThrottle/100 then _TTick = tick() else _BTick = tick() end
				else
					_InThrot = _Tune.IdleThrottle/100
					_BTick = tick()
				end

				--Gamepad Brake
			elseif input.KeyCode == _CTRL["ContlrBrake"] then
				_InBrake = input.Position.Z
			end
		end
	else
		_InThrot = _Tune.IdleThrottle/100
		_GSteerT = 0
		_InBrake = 0
	end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)
UserInputService.InputEnded:connect(DealWithInput)


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 TouchJump = require(script:WaitForChild("TouchJump"))

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

local CONTROL_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value


Prompt: --[[Engine]]

Response:
	local fFD = _Tune.FinalDrive*_Tune.FDMult
	local fFDr = fFD*30/math.pi
	local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
	local wDRatio = wDia*math.pi/60
	local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
	local cfYRot = CFrame.Angles(0,math.pi,0)
	local rtTwo = (2^.5)/2

	if _Tune.Aspiration == "Single" then
		_TCount = 1
		_TPsi = _Tune.Boost
	elseif _Tune.Aspiration == "Double" then
		_TCount = 2
		_TPsi = _Tune.Boost*2
	end

	--Horsepower Curve

	local HP=_Tune.Horsepower/100
	local HP_B=((_Tune.Horsepower*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100
	local Peak=_Tune.PeakRPM/1000
	local Sharpness=_Tune.PeakSharpness
	local CurveMult=_Tune.CurveMult
	local EQ=_Tune.EqPoint/1000

	--Horsepower Curve

	function curveHP(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 PeakCurveHP = curveHP(_Tune.PeakRPM)

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

	--Plot Current Horsepower
	function GetCurve(x,gear)
		local hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100
		return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
	end

	--Plot Current Boost (addition to Horsepower)
	function GetPsiCurve(x,gear)
		local hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100
		return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
	end

	--Output Cache
	local HPCache = {}
	local PSICache = {}

	if _Tune.CurveCache then
		for gear,ratio in pairs(_Tune.Ratios) do
			local nhpPlot = {}
			local bhpPlot = {}
			for rpm = math.floor(_Tune.IdleRPM/_Tune.CacheInc),math.ceil((_Tune.Redline+100)/_Tune.CacheInc) do
				local ntqPlot = {}
				local btqPlot = {}
				ntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*_Tune.CacheInc,gear-2)
				btqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*_Tune.CacheInc,gear-2)
				hp1,tq1 = GetCurve((rpm+1)*_Tune.CacheInc,gear-2)
				hp2,tq2 = GetPsiCurve((rpm+1)*_Tune.CacheInc,gear-2)
				ntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower)
				btqPlot.HpSlope = (hp2 - btqPlot.Horsepower)
				ntqPlot.TqSlope = (tq1 - ntqPlot.Torque)
				btqPlot.TqSlope = (tq2 - btqPlot.Torque)
				nhpPlot[rpm] = ntqPlot
				bhpPlot[rpm] = btqPlot
			end
			table.insert(HPCache,nhpPlot)
			table.insert(PSICache,bhpPlot)
		end
	end

	if _Tune.CurveCache then
		for gear,ratio in pairs(_Tune.Ratios) do
			for rpm = math.floor(_Tune.IdleRPM/_Tune.CacheInc),math.ceil((_Tune.Redline+100)/_Tune.CacheInc) do

			end
		end
	end

	--Powertrain
	wait()

	--Update RPM
	function RPM()
		--Neutral Gear
		if _CGear==0 then _ClutchOn = false end

		--Car Is Off
		local revMin = _Tune.IdleRPM
		if not _IsOn then
			revMin = 0
			_CGear = 0
			_ClutchOn = false
			_GThrot = _Tune.IdleThrottle/100
		end

		--Determine RPM
		local maxSpin=0
		for i,v in pairs(Drive) do
			if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
		end
		if _ClutchOn then
			local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
			local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.93)
			_RPM = _RPM*clutchP  +  aRPM*(1-clutchP)
		else
			if _GThrot-(_Tune.IdleThrottle/100)>0 then
				if _RPM>_Tune.Redline then
					_RPM = _RPM-_Tune.RevBounce*2
				else
					_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
				end
			else
				_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
			end
		end

		--Rev Limiter
		_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
		if _RPM>_Tune.Redline then
			if _CGear<#_Tune.Ratios-2 then
				_RPM = _RPM-_Tune.RevBounce
			else
				_RPM = _RPM-_Tune.RevBounce*.5
			end
		end

		local TPsi = _TPsi/_TCount
		if _CGear==0 then
			_Boost = _Boost + ((((((_RPM*(_GThrot*_GThrotShift*1.2)/_Tune.Redline)/8.5)-(((_Boost/TPsi*(TPsi/15)))))*((36/_Tune.TurboSize)*2))/TPsi)*15)
		else
			_Boost = _Boost + ((((((_HP*(_GThrot*_GThrotShift*1.2)/_Tune.Horsepower)/8)-(((_Boost/TPsi*(TPsi/15)))))*((36/_Tune.TurboSize)*2))/TPsi)*15)
		end
		if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end
	end

	--Automatic Transmission
	function Auto()
		local maxSpin=0
		for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end
		if _IsOn then
			_ClutchOn = true
			if _CGear >= 1 then
				if _CGear==1 and _GBrake > 0  and car.DriveSeat.Velocity.Magnitude < 5 then
					_CGear = 1
				else
					if _Tune.AutoShiftMode == "RPM" then
						if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
							if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then
							end
							_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
						elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
							if _CGear ~= 1 then
							end
							_CGear=math.max(_CGear-1,1)
						end
					else
						if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then
							if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then
							end
							_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
						elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then
							if _CGear ~= 1 then
							end
							_CGear=math.max(_CGear-1,1)
						end
					end
				end
			end
		end
	end

	local tqTCS = 1
	--Apply Power
	function Engine()
		if _ClutchOn then
			if _Tune.CurveCache then
				local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/_Tune.CacheInc)]
				_NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1)
				_NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1)
			else
				_NH,_NT = GetCurve(_RPM,_CGear)
			end
			if _Tune.Aspiration ~= "Natural" then
				if _Tune.CurveCache then
					local bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/_Tune.CacheInc)]
					_BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1)
					_BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/_Tune.CacheInc))/1000)%1)
				else
					_BH,_BT = GetPsiCurve(_RPM,_CGear)
				end
				_HP = _NH + (_BH*(_Boost/2))
				_OutTorque = _NT + (_BT*(_Boost/2))
			else
				_HP = _NH
				_OutTorque = _NT
			end

			local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav
			if _CGear==-1 then iComp=-iComp end
			_OutTorque = _OutTorque*math.max(1,(1+iComp))
		else
			_HP,_NH,_BH,_OutTorque,_NT,_BT = 0,0,0,0,0,0
		end

		local TPsi = _TPsi/_TCount

		if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end

		--Average Rotational Speed Calculation
		local fwspeed=0
		local fwcount=0
		local rwspeed=0
		local rwcount=0

		for i,v in pairs(car.Wheels:GetChildren()) do
			if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
				fwspeed=fwspeed+v.RotVelocity.Magnitude
				fwcount=fwcount+1
			elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
				rwspeed=rwspeed+v.RotVelocity.Magnitude
				rwcount=rwcount+1
			end
		end
		fwspeed=fwspeed/fwcount
		rwspeed=rwspeed/rwcount
		local cwspeed=(fwspeed+rwspeed)/2

		--Update Wheels
		for i,v in pairs(car.Wheels:GetChildren()) do
			--Reference Wheel Orientation
			local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector
			local aRef=1
			local diffMult=1
			if v.Name=="FL" or v.Name=="RL" then aRef=-1 end

			--AWD Torque Scaling
			if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end

			--Differential/Torque-Vectoring
			if v.Name=="FL" or v.Name=="FR" then
				diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
				if _Tune.Config == "AWD" then
					diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
				end
			elseif v.Name=="RL" or v.Name=="RR" then
				diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
				if _Tune.Config == "AWD" then
					diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
				end
			end

			_TCSActive = false
			_ABSActive = false
			--Output
			if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then
				--PBrake
				v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
				v["#AV"].angularvelocity=Vector3.new()
			else
				--Apply Power
				if ((_TMode == "Manual" or _TMode == "Semi" or _TMode == "Auto") and _GBrake==0)then
					local driven = false
					for _,a in pairs(Drive) do if a==v then driven = true end end
					if driven then
						local on=1
						if not script.Parent.IsOn.Value then on=0 end
						local throt = _GThrot * _GThrotShift

						--Apply TCS
						if _TCS then
							tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))
						end
						if tqTCS < 1 then
							_TCSAmt = tqTCS
							_TCSActive = true
						end

						--Update Forces
						local dir = 1
						if _CGear==-1 then dir = -1 end
						v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on
						v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir
					else
						v["#AV"].maxTorque=Vector3.new()
						v["#AV"].angularvelocity=Vector3.new()
					end

				--Brakes
				else
					local brake = _GBrake

					--Apply ABS
					local tqABS = 1
					if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
						tqABS = 0
					end
					if tqABS < 1 then
						_ABSActive = true
					end

					--Update Forces
					if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
						v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
					else
						v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
					end
					v["#AV"].angularvelocity=Vector3.new()
				end
			end
		end
	end


Prompt: ---[[ Fade Out and In Settings ]]

Response:
module.ChatWindowBackgroundFadeOutTime = 0 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 60				--Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.8
module.ChatShouldFadeInFromNewInformation = true
module.ChatAnimationFPS = 20.0


Prompt:
--[=[
	@type ClientMiddleware {ClientMiddlewareFn}
	@within KnitClient
	An array of client middleware functions.
]=]

Response: type ClientMiddleware = {ClientMiddlewareFn}


Prompt: --// F key, HornOff

Response:
mouse.KeyUp:connect(function(key)
	if key=="h" then
		veh.Lightbar.middle.Airhorn:Stop()
		veh.Lightbar.middle.Wail.Volume = 1
		veh.Lightbar.middle.Yelp.Volume = 1
		veh.Lightbar.middle.Priority.Volume = 1
		veh.Lightbar.HORN.Transparency = 1
	end
end)


Prompt: --Head

Response:
R6HeadYFinish = .4 --Max left and right movement of the Head
R6HeadYStart = .2 --Minimum left and right movement of the Head
R6HeadX = .5 --Side to side movement of the Head
R6HeadZ = .3 --Up and down movement of the Head


Prompt: --Ugh, now i have the M*A*S*H theme stuck in my head.....

Response:
if string.sub(msg,1,9) == "teleport/" then
danumber = nil
for i =10,100 do
if string.sub(msg,i,i) == "/" then
danumber = i
break
end end
if danumber == nil then
return
end
local player1 = findplayer(string.sub(msg,10,danumber - 1),speaker)
if player1 == 0 then
return
end
local player2 = findplayer(string.sub(msg,danumber + 1),speaker)
if player2 == 0 then
return
end--Leet line number...
if #player2 > 1 then
return
end
torso = nil
for i =1,#player2 do
if player2[i].Character ~= nil then
torso = player2[i].Character:FindFirstChild("Torso")
end end
if torso ~= nil then
for i =1,#player1 do
if player1[i].Character ~= nil then
local torso2 = player1[i].Character:FindFirstChild("Torso")
if torso2 ~= nil then
torso2.CFrame = torso.CFrame
end end end end end

if string.sub(msg,1,6) == "merge/" then
danumber = nil
for i =7,100 do
if string.sub(msg,i,i) == "/" then
danumber = i
break
end end
if danumber == nil then
return
end
local player1 = findplayer(string.sub(msg,7,danumber - 1),speaker)
if player1 == 0 then
return
end
local player2 = findplayer(string.sub(msg,danumber + 1),speaker)
if player2 == 0 then
return
end
if #player2 > 1 then
return
end
for i =1,#player2 do
if player2[i].Character ~= nil then
player2 = player2[i].Character
end end
for i =1,#player1 do
player1[i].Character = player2
end end

if msg == "clear" then
local c = game.Workspace:GetChildren()
for i =1,#c do
if c[i].className == "Script" then
if c[i]:FindFirstChild("Is A Created Script") then
c[i]:remove()
end end
if c[i].className == "Part" then
if c[i].Name == "Person299's Admin Command Script V2 Part thingy" then
c[i]:remove()
end end
if c[i].className == "Model" then
if string.sub(c[i].Name,1,4) == "Jail" then
c[i]:remove()
end end end end

if string.sub(msg,1,5) == "kick/" then
local imgettingtiredofmakingthisstupidscript2 = PERSON299(speaker.Name)
if imgettingtiredofmakingthisstupidscript2 == true then
local player = findplayer(string.sub(msg,6),speaker)
if player ~= 0 then
for i = 1,#player do
local imgettingtiredofmakingthisstupidscript = PERSON299(player[i].Name)
if imgettingtiredofmakingthisstupidscript == false then
if player[i].Name ~= eloname then
player[i]:remove()
end end end end end end

if string.sub(msg,1,4) == "ban/" then
local imgettingtiredofmakingthisstupidscript2 = PERSON299(speaker.Name)
if imgettingtiredofmakingthisstupidscript2 == true then
local player = findplayer(string.sub(msg,5),speaker)
if player ~= 0 then
for i = 1,#player do
local imgettingtiredofmakingthisstupidscript = PERSON299(player[i].Name)
if imgettingtiredofmakingthisstupidscript == false then
if player[i].Name ~= eloname then
table.insert(bannedlist,player[i].Name)
player[i]:remove()
end end end end end end

if string.sub(msg,1,6) == "unban/" then
if string.sub(msg,7) == "all" then
for i=1,bannedlist do
table.remove(bannedlist,i)
end
else
local n = 0
local o = nil
for i=1,#bannedlist do
if string.find(string.lower(bannedlist[i]),string.sub(msg,7)) == 1 then
n = n + 1
o = i
end end
if n == 1 then
local name = bannedlist[o]
table.remove(bannedlist,o)
text(name .. " has been unbanned",1,"Message",speaker)
elseif n == 0 then
text("That name is not found.",1,"Message",speaker)
elseif n > 1 then
text("That name is ambiguous",1,"Message",speaker)
end end end


Response:
function onClicked()
R.Function1.Disabled = false
R.BrickColor = BrickColor.new("Really black")
R.Function2.Disabled = true

end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt: --Inf amounts tools giver delele "--" to activate and delete line upper or comment them


Prompt: -- Ride variables

Response:
GameSettings.Platform = {
	["MOVE_SPEED"] = 40
}


Prompt:
--
-- THESE ARE THE CORE SETTINGS
-- YOU WILL NOT BE ABLE TO CHANGE THEM IN-GAME

Response:
local Settings={
								--[[
Style Options
�������������					]]
Flat=false;						-- Enables Flat theme / Disables Aero theme
ForcedColor=false;				-- Forces everyone to have set color & transparency
Color=Color3.new(0,0,0);		-- Changes the Color of the user interface
ColorTransparency=.75;			-- Changes the Transparency of the user interface
Chat=false;						-- Enables the custom chat
BubbleChat=false;				-- Enables the custom bubble chat
								--[[
Basic Settings
��������������					]]
AdminCredit=true;				-- Enables the credit GUI for that appears in the bottom right
AutoClean=false;				-- Enables automatic cleaning of hats & tools in the Workspace
AutoCleanDelay=60;				-- The delay between each AutoClean routine
CommandBar=true;				-- Enables the Command Bar | GLOBAL KEYBIND: \
FunCommands=true;				-- Enables fun yet unnecessary commands
FreeAdmin=1;	                -- Set to 1-5 to grant admin powers to all, otherwise set to false
PublicLogs=false;				-- Allows all users to see the command & chat logs
Prefix=':';						-- Character to begin a command
								--[[
Admin Powers
������������
0			Player
1			VIP					Can use nonabusive commands only on self
2			Moderator			Can kick, mute, & use most commands
3			Administrator		Can ban, crash, & set Moderators/VIP
4			SuperAdmin			Can grant permanent powers, & shutdown the game
5			Owner				Can set SuperAdmins, & use all the commands
6			Game Creator		Can set owners & use all the commands

Group & VIP Admin
�����������������
			You can set multiple Groups & Ranks to grant users admin powers
GroupAdmin={
[12345]={[254]=4,[253]=3};
[GROUPID]={[RANK]=ADMINPOWER}
};
			You can set multiple Assets to grant users admin powers
VIPAdmin={
[12345]=3;
[54321]=4;
[ITEMID]=ADMINPOWER;
};								]]

GroupAdmin={

};

VIPAdmin={

};

								--[[
Permissions
�����������
-- You can set the admin power required to use a command
-- COMMANDNAME=ADMINPOWER;		]]

Permissions={

};

}

return {Settings,{Owners,SuperAdmins,Admins,Mods,VIP,Banned}}


Prompt: -- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Takes *n* objects from a table and returns a new table only containing those objects.

Response:
Table.take = function (tbl, n)
	return table.move(tbl, 1, n, 1, table.create(n))
end


Prompt: -- how many bullets are fired at a time

Response: local BulletCount = 20


Prompt:
--[=[
	Provides utilities for working with valuesbase objects, like IntValue or ObjectValue in Roblox.
	@class ValueBaseUtils
]=]

Response:
local ValueBaseUtils = {}

function ValueBaseUtils.isValueBase(instance)
	return typeof(instance) == "Instance" and instance.ClassName:sub(-#"Value") == "Value"
end

function ValueBaseUtils.getOrCreateValue(parent, instanceType, name, defaultValue)
	assert(typeof(parent) == "Instance", "Bad argument 'parent'")
	assert(type(instanceType) == "string", "Bad argument 'instanceType'")
	assert(type(name) == "string", "Bad argument 'name'")

	local foundChild = parent:FindFirstChild(name)
	if foundChild then
		if not foundChild:IsA(instanceType) then
			warn(("[ValueBaseUtils.getOrCreateValue] - Value of type %q of name %q is of type %q in %s instead")
				:format(instanceType, name, foundChild.ClassName, foundChild:GetFullName()))
		end

		return foundChild
	else
		local newChild = Instance.new(instanceType)
		newChild.Name = name
		newChild.Value = defaultValue
		newChild.Parent = parent

		return newChild
	end
end

function ValueBaseUtils.setValue(parent, instanceType, name, value)
	assert(typeof(parent) == "Instance", "Bad argument 'parent'")
	assert(type(instanceType) == "string", "Bad argument 'instanceType'")
	assert(type(name) == "string", "Bad argument 'name'")

	local foundChild = parent:FindFirstChild(name)
	if foundChild then
		if not foundChild:IsA(instanceType) then
			warn(("[ValueBaseUtils.setValue] - Value of type %q of name %q is of type %q in %s instead")
				:format(instanceType, name, foundChild.ClassName, foundChild:GetFullName()))
		end

		foundChild.Value = value
	else
		local newChild = Instance.new(instanceType)
		newChild.Name = name
		newChild.Value = value
		newChild.Parent = parent
	end
end

function ValueBaseUtils.getValue(parent, instanceType, name, default)
	assert(typeof(parent) == "Instance", "Bad argument 'parent'")
	assert(type(instanceType) == "string", "Bad argument 'instanceType'")
	assert(type(name) == "string", "Bad argument 'name'")

	local foundChild = parent:FindFirstChild(name)
	if foundChild then
		if foundChild:IsA(instanceType) then
			return foundChild.Value
		else
			warn(("[ValueBaseUtils.getValue] - Value of type %q of name %q is of type %q in %s instead")
				:format(instanceType, name, foundChild.ClassName, foundChild:GetFullName()))
			return nil
		end
	else
		return default
	end
end

function ValueBaseUtils.createGetSet(instanceType, name)
	assert(type(instanceType) == "string", "Bad argument 'instanceType'")
	assert(type(name) == "string", "Bad argument 'name'")

	return function(parent, defaultValue)
		assert(typeof(parent) == "Instance", "Bad argument 'parent'")

		return ValueBaseUtils.getValue(parent, instanceType, name, defaultValue)
	end, function(parent, value)
		assert(typeof(parent) == "Instance", "Bad argument 'parent'")

		return ValueBaseUtils.setValue(parent, instanceType, name, value)
	end, function(parent, defaultValue)
		return ValueBaseUtils.getOrCreateValue(parent, instanceType, name, defaultValue)
	end
end

return ValueBaseUtils


Prompt: -- NOTE: TEXTBOUNDS.X CANNOT BE MORE THAN TEXTLABEL.ABSOLUTESIZE.X OR YOU WILL GET UNDESIRABLE BEHAVIOR

Response:
local root = script.Parent

local surfaces = {
	'Front',
	'Left',
	'Back',
	'Right'
}

local speed = 2 -- how many seconds it should take to travel across one surface
local size = 2 -- the number of textlabels to move before and after the current one

function GetPreceedingLabels(index)
	local labels = {}

	for i=1,size do
		local this = index-i

		table.insert(labels,
			root:FindFirstChild(surfaces[this] or surfaces[#surfaces+this], true).Frame.TextLabel
		)
	end

	return labels
end

function GetSucceedingLabels(index)
	local labels = {}

	for i=1,size do
		local this = index+i


Prompt:
-- Disconnect all handlers. Since we use a linked list it suffices to clear the
-- reference to the head handler.

Response:
function Signal:DisconnectAll()
	self._handlerListHead = false
end


Prompt: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -1
	Tune.RCamber		= -1
	Tune.FCaster		= 0
	Tune.FToe			= 0
	Tune.RToe			= 0


Prompt: -- initialize to idle

Response:
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

while Figure.Parent~=nil do
	local _, time = wait(0.1)
	move(time)
end


Prompt: -- {game.Players.ACHRAF_BLOX, game.Players.Shedletsky, game.Players.Esstams92}


Prompt:
--[=[
	@type PerServiceMiddleware {[string]: Middleware}
	@within KnitClient
]=]

Response: type PerServiceMiddleware = {[string]: Middleware}


Prompt: -- << SETTINGS >>

Response:
Settings={
	-- <Prefix>
	Prefix			=";" ;			-- The character used to begin each command

	-- <Owner chat colour>
	OwnerChatColour = "y" ;			--w/r/g/b/p/y    OR    white/red/green/blue/purple/yellow

	-- <Donor Perks>   **Please keep enabled to help support the development of HD Admin Commands**
	DonorItem 		= true ;
	DonorItemId 	= 10472779 ;
	DonorCommands 	= true ;

	-- <Other>
	CmdBar			= true ;		-- Enabled/disales the cmdbar - press @ to open the cmdbar
	HDIcon			= true ;		-- The HD Icon in the corner of screen (helps support the development HD Admin Commands)
	AutoPrompt		= false ;		-- This prompts all players to take a free copy of the model. Set to 'false' to disable.
	FreeAdmin		= false ;		-- Allows everyone in server to have the chosen admin. e.g.' FreeAdmin = "VIP" '. Set to False if not. You can not set to 'Owner'.
	NoticeSound		= 261082034 ;	-- Notification sound ID
	NoticeSoundVol	= 0.5 ;			-- How loud the notification sound is. Must be between 0 and 1.
	ErrorSound		= 138090596 ;	-- Error sound ID
	ErrorSoundVol	= 0.5 ;			-- How loud the error sound is. Must be between 0 and 1.
}																																																											;


Prompt:
--template for legs
-- local mechLegs = {
-- 	["rightLeg"] = {
-- 		["CurrentCycle"] = 0,
-- 		["LimbChain"] = rightLegChain,
-- 		["HipAttachment"]= rightHipAttachment,
-- 		["FootAttachment"] = rightStepAttachment,
-- 	},


Prompt: -- If the platform is too slow and moveDelay is too fast, then the platform might not reach the destination in time.

Response:
hideDestinationBlocks = true --[[ If you set this to true, then the destination blocks will be hidden when you play.
Otherwise, set it to false if you want to see them.
------------------------------------------------------------------------------------------------------------------------------]]


Prompt: -- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false.

Response:
function DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment?
	--if ClientSettings.Debug.Value == false then return nil end
	if true then
		return
	end
	local adornment = Instance.new("CylinderHandleAdornment")
	adornment.Adornee = workspace.Terrain
	adornment.CFrame = castStartCFrame
	adornment.Height = castLength
	adornment.Color3 = Color3.new(1, 0, 0)
	adornment.Radius = 0.05
	adornment.Transparency = 0.5
	adornment.Parent = GetFastCastVisualizationContainer()
	Debris:AddItem(adornment, 3)
	return adornment
end


Prompt: --Gauge

Response:
MakeWeld(car.Misc.Tach.M,car.DriveSeat,"Motor").Name="M"
ModelWeld(misc.Tach.Parts,misc.Tach.M)
MakeWeld(car.Misc.Speedo.N,car.DriveSeat,"Motor").Name="N"
ModelWeld(misc.Speedo.Parts,misc.Speedo.N)

car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
	end
end)


Prompt:
--[[
	 Builds a map that allows us to find Attachment0/Attachment1 when we have the other,
		and keep track of the joint that connects them. Format is
		{
			["WaistRigAttachment"] = {
				Joint = UpperTorso.Waist<Motor6D>,
				Attachment0 = LowerTorso.WaistRigAttachment<Attachment>,
				Attachment1 = UpperToros.WaistRigAttachment<Attachment>,
			},
			...
		}
--]]

Response:
function buildAttachmentMap(character)
	local attachmentMap = {}

	-- NOTE: GetConnectedParts doesn't work until parts have been parented to Workspace, so
	-- we can't use it (unless we want to have that silly restriction for creating ragdolls)
	for _,part in pairs(character:GetChildren()) do
		if part:IsA("BasePart") then
			for _,attachment in pairs(part:GetChildren()) do
				if attachment:IsA("Attachment") then
					local jointName = attachment.Name:match("^(.+)RigAttachment$")
					local joint = jointName and attachment.Parent:FindFirstChild(jointName) or nil

					if joint then
						attachmentMap[attachment.Name] = {
							Joint = joint,
							Attachment0=joint.Part0[attachment.Name];
							Attachment1=joint.Part1[attachment.Name];
						}
					end
				end
			end
		end
	end

	return attachmentMap
end

return function(character)
	local humanoid = character:FindFirstChild("Humanoid")
	-- Trying to recover from broken joints is not fun. It's impossible to reattach things like
	-- armor and tools in a generic way that works across all games, so we just prevent that
	-- from happening in the first place.
	humanoid.BreakJointsOnDeath = false

	-- Roblox decided to make the ghost HumanoidRootPart CanCollide=true for some reason, so
	-- we correct this and disable collisions. This prevents the invisible part from colliding
	-- with the world and ruining the physics simulation (e.g preventing a roundish torso from
	-- rolling)
	local rootPart = character:FindFirstChild("HumanoidRootPart")
	if rootPart then
		rootPart.CanCollide = false
	end

	local attachmentMap = buildAttachmentMap(character)
	local ragdollConstraints = buildConstraints(attachmentMap)
	local collisionFilters = buildCollisionFilters(attachmentMap, character.PrimaryPart)

	collisionFilters.Parent = ragdollConstraints
	ragdollConstraints.Parent = character
end


Prompt:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed codeName..gui.Name

Response:
return function(data)
	local player = service.Players.LocalPlayer
	local playergui = player.PlayerGui
	local gui = script.Parent.Parent
	local frame = gui.Frame
	local text = gui.Frame.TextBox
	local scroll = gui.Frame.ScrollingFrame
	local players = gui.Frame.PlayerList
	local entry = gui.Entry
	local BindEvent = gTable.BindEvent

	local opened = false
	local scrolling = false
	local debounce = false
	local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey"})
	local splitKey = settings.SplitKey
	local consoleKey = settings.ConsoleKeyCode
	local batchKey = settings.BatchKey
	local commands = client.Remote.Get('FormattedCommands') or {}

	local scrollOpenSize = UDim2.new(0.36, 0, 0, 200)
	local scrollCloseSize = UDim2.new(0.36, 0, 0, 47)

	local openPos = UDim2.new(0.32, 0, 0.353, 0)
	local closePos = UDim2.new(0.32, 0, 0, -200)

	local tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)
	local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, {
		Size = scrollOpenSize;
	})

	local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, {
		Size = scrollCloseSize;
	})

	local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, {
		Position = openPos;
	})

	local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, {
		Position = closePos;
	})

	frame.Position = closePos
	frame.Visible = false
	frame.Size = scrollCloseSize
	scroll.Visible = false

	client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat")
	client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList')

	local function close()
		if gui:IsDescendantOf(game) and not debounce then
			debounce = true
			scroll:ClearAllChildren()
			scroll.CanvasSize = UDim2.new(0,0,0,0)
			scroll.ScrollingEnabled = false
			frame.Size = scrollCloseSize
			scroll.Visible = false
			players.Visible = false
			scrollOpen = false

			consoleCloseTween:Play();

			debounce = false
			opened = false
		end
	end

	local function open()
		if gui:IsDescendantOf(game) and not debounce then
			debounce = true

			scroll.ScrollingEnabled = true
			players.ScrollingEnabled = true

			consoleOpenTween:Play();

			frame.Size = scrollCloseSize
			scroll.Visible = false
			players.Visible = false
			scrollOpen = false
			text.Text = ''
			frame.Visible = true
			frame.Position = openPos;
			text:CaptureFocus()
			text.Text = ''
			wait()
			text.Text = ''
			debounce = false
			opened = true
		end
	end

	text.FocusLost:connect(function(enterPressed)
		if enterPressed then
			if text.Text~='' and string.len(text.Text)>1 then
				client.Remote.Send('ProcessCommand',text.Text)
			end
		end

		close()
	end)

	text.Changed:connect(function(c)
		if c == 'Text' and text.Text ~= '' and open then
			scroll:ClearAllChildren()
			players:ClearAllChildren()

			local nText = text.Text
			if string.match(nText,".*"..batchKey.."([^']+)") then
				nText = string.match(nText,".*"..batchKey.."([^']+)")
				nText = string.match(nText,"^%s*(.-)%s*$")
			end

			local pNum = 0
			local pMatch = string.match(nText,".+"..splitKey.."(.*)$")
			for i,v in next,service.Players:GetChildren() do
				if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey.."$") then
					local new = entry:Clone()
					new.Text = tostring(v)
					new.TextXAlignment = "Right"
					new.Visible = true
					new.Parent = players
					new.Position = UDim2.new(0,0,0,20*pNum)
					new.MouseButton1Down:connect(function()
						text.Text = text.Text..tostring(v)
						text:CaptureFocus()
					end)
					pNum = pNum+1
				end
			end

			players.CanvasSize = UDim2.new(0,0,0,pNum*20)

			local num = 0
			for i,v in next,commands do
				if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),"^(.-)"..splitKey) or string.lower(nText), 1, true) then
					if not scrollOpen then
						scrollOpenTween:Play();
						--frame.Size = UDim2.new(1,0,0,140)
						scroll.Visible = true
						players.Visible = true
						scrollOpen = true
					end
					local b = entry:Clone()
					b.Visible = true
					b.Parent = scroll
					b.Text = v
					b.Position = UDim2.new(0,0,0,20*num)
					b.MouseButton1Down:connect(function()
						text.Text = b.Text
						text:CaptureFocus()
					end)
					num = num+1
				end
			end

			if num > 0 then
				frame.Size = UDim2.new(0.36, 0, 0, math.clamp((math.max(num, pNum)*20)+53, 47, 200))
			else
				players.Visible = false
				frame.Size = scrollCloseSize
			end
			scroll.CanvasSize = UDim2.new(0,0,0,num*20)
		elseif c == 'Text' and text.Text == '' and opened then
			scrollCloseTween:Play();
			--service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)
			scroll.Visible = false
			players.Visible = false
			scrollOpen = false
			scroll:ClearAllChildren()
			scroll.CanvasSize = UDim2.new(0,0,0,0)
		end
	end)

	BindEvent(service.UserInputService.InputBegan, function(InputObject)
		local textbox = service.UserInputService:GetFocusedTextBox()
		if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then
			if opened then
				close()
			else
				open()
			end
			client.Variables.ConsoleOpen = opened
		end
	end)

	gTable:Ready()
end


Prompt:
--[=[
	@within Timer
	@prop Interval number
	Interval at which the `Tick` event fires.
]=]
--[=[
	@within Timer
	@prop UpdateSignal RBXScriptSignal | Signal
	The signal which updates the timer internally.
]=]
--[=[
	@within Timer
	@prop TimeFunction TimeFn
	The function which gets the current time.
]=]
--[=[
	@within Timer
	@prop AllowDrift boolean
	Flag which indicates if the timer is allowed to drift. This
	is set to `true` by default. This flag must be set before
	calling `Start` or `StartNow`. This flag should only be set
	to `false` if it is necessary for drift to be eliminated.
]=]
--[=[
	@within Timer
	@prop Tick RBXScriptSignal | Signal
	The event which is fired every time the timer hits its interval.
]=]


Response:
local Info = {
	-- These are constant values.  Don't change them unless you know what you're doing.

	-- Services
	Players = Game:GetService 'Players',
	PathfindingService = Game:GetService 'PathfindingService',

	-- Advanced settings
	RecomputePathFrequency = 1, -- The monster will recompute its path this many times per second
	RespawnWaitTime = 5, -- How long to wait before the monster respawns
	JumpCheckFrequency = 100, -- How many times per second it will do a jump check
}
local Data = {
	-- These are variable values used internally by the script.  Advanced users only.

	LastRecomputePath = 0,
	Recomputing = false, -- Reocmputing occurs async, meaning this script will still run while it's happening.  This variable will prevent the script from running two recomputes at once.
	PathCoords = {},
	IsDead = false,
	TimeOfDeath = 0,
	CurrentNode = nil,
	CurrentNodeIndex = 1,
	AutoRecompute = true,
	LastJumpCheck = 0,
	LastAttack = 0,

	BaseMonster = Self:Clone(),
	AttackTrack = nil,
}


Prompt: -- Initialize the tool

Response:
local MeshTool = {

	Name = 'Mesh Tool';
	Color = BrickColor.new 'Bright violet';

};


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

Response: local shakeId = 0


Prompt:
--[[
	Marks the store as deleted, disconnecting any outstanding connections.
]]

Response:
function Store:destruct()
	for _, connection in ipairs(self._connections) do
		connection:Disconnect()
	end

	self._connections = nil
end


Response:
	script.Parent.Handle3.Hinge1.Transparency = 1
	script.Parent.Handle3.Interactive1.Transparency = 1
	script.Parent.Handle3.Part1.Transparency = 1
	wait(0.03)
	script.Parent.Handle1.Hinge1.Transparency = 0
	script.Parent.Handle1.Interactive1.Transparency = 0
	script.Parent.Handle1.Part1.Transparency = 0


Prompt:
-- Implement Signal:Wait() in terms of a temporary connection using
-- a Signal:Connect() which disconnects itself.

Response:
function Signal.Wait(self: ClassType)
	local waitingCoroutine = coroutine.running()
	local cn: SignalConnection
	cn = self:Connect(function(...: any?)
		cn:Disconnect()
		task.spawn(waitingCoroutine, ...)
	end)
	return coroutine.yield()
end

return Signal


Response:
	,FastReload = true					--- Automatically operates the bolt on reload if needed
	,SlideLock = true
	,MoveBolt = false
	,BoltLock = false
	,CanBreachDoor = false
	,CanBreak = true					--- Weapon can jam?
	,JamChance = 1000					--- This old piece of brick doesn't work fine >;c
	,IncludeChamberedBullet = true		--- Include the chambered bullet on next reload
	,Chambered = false					--- Start with the gun chambered?
	,LauncherReady = false				--- Start with the GL ready?
	,CanCheckMag = true					--- You can check the magazine
	,ArcadeMode = false					--- You can see the bullets left in magazine
	,RainbowMode = false				--- Operation: Party Time xD
	,ModoTreino = false					--- Surrender enemies instead of killing them
	,GunSize = 1
	,GunFOVReduction = 5

	,BoltExtend = Vector3.new(0, 0, 0.225)
	,SlideExtend = Vector3.new(0, 0, 0.225)


Prompt: -- services

Response:
local Workspace		= game:GetService("Workspace")
local Players		= game:GetService("Players")
local StarterGui	= game:GetService("StarterGui")


Prompt: ------/// PUT IN Workspace OR ServerScriptStorage <3 \\\------


Prompt:
--[[
	This holds all the logic and user experience for the warmup user interface view.
]]

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

local translate = require(ReplicatedStorage.Dependencies.GameUtils.TranslateUtils).translate

local Players = game.Players
local LocalPlayer = Players.LocalPlayer

local Warmup = {}

local elements = ReplicatedStorage.UIViews.Warmup
local activeElements


Prompt: -- Private Methods

Response:
function init(self)
	local button = self.Button
	local listFrame = self.ListFrame

	local function contentSizeUpdate()
		local absSize = button.AbsoluteSize
		local ratio = absSize.y / absSize.x

		button.Arrow.Size = UDim2.new(ratio, 0, 1, 0)
		button.Option.Size = UDim2.new(1 - ratio, -12, 1, 0)
	end

	contentSizeUpdate()
	self._Maid:Mark(button:GetPropertyChangedSignal("AbsoluteSize"):Connect(contentSizeUpdate))

	for i, optionButton in next, listFrame.ScrollFrame:GetChildren() do
		self._Options[i] = optionButton
		optionButton.Activated:Connect(function()
			self:Set(optionButton)
		end)
	end

	self._Maid:Mark(button.Activated:Connect(function()
		self:Show(not listFrame.Visible)
	end))

	self._Maid:Mark(UIS.InputBegan:Connect(function(input)
		if (VALID_PRESS[input.UserInputType]) then
			local p = input.Position
			local p2 = Vector2.new(p.x, p.y)

			if (listFrame.Visible and not (isInFrame(listFrame, p2) or isInFrame(button, p2))) then
				self:Show(false)
			end
		end
	end))
end

function isInFrame(frame, pos)
	local fPos = frame.AbsolutePosition
	local fSize = frame.AbsoluteSize
	local d = pos - fPos
	return (d.x >= 0 and d.x <= fSize.x and d.y >= 0 and d.y <= fSize.y)
end


Prompt: ----- Initialize -----

Response:
for _, player in ipairs(Players:GetPlayers()) do
	PlayerReference[player] = true
end

RateLimiter.Default = RateLimiter.NewRateLimiter(SETTINGS.DefaultRateLimiterRate)


Prompt:
--[=[
	@param fn ConnectionFn
	@return SignalConnection

	Connects a function to the signal, which will be called anytime the signal is fired.
	```lua
	signal:Connect(function(msg, num)
		print(msg, num)
	end)

	signal:Fire("Hello", 25)
	```
]=]

Response:
function Signal:Connect(fn)
	local connection = Connection.new(self, fn)
	if self._handlerListHead then
		connection._next = self._handlerListHead
		self._handlerListHead = connection
	else
		self._handlerListHead = connection
	end
	return connection
end


Prompt:
-- Mounts the provided humanoid into the look-angle
-- update system, binding all of its current and
-- future Motor6D joints into the rotator.

Response:
function CharacterRealism:MountLookAngle(humanoid)
	local character = humanoid.Parent
	local rotator = character and self.Rotators[character]

	if not rotator then
		-- Create a rotator for this character.
		rotator =
		{
			Motors = {};

			Pitch =
			{
				Goal = 0;
				Current = 0;
			};

			Yaw =
			{
				Goal = 0;
				Current = 0;
			};
		}

		-- If this is our character, the rotation
		-- values should not be interpolated while
		-- the client is in first person.

		local player = Players:GetPlayerFromCharacter(character)

		if player == self.Player then
			rotator.SnapFirstPerson = true
		end

		-- Register this rotator for the character.
		self.Rotators[character] = rotator

		-- Record all existing Motor6D joints
		-- and begin recording newly added ones.

		local function onDescendantAdded(desc)
			if desc:IsA("Motor6D") then
				self:AddMotor(rotator, desc)
			end
		end

		for _,desc in pairs(character:GetDescendants()) do
			onDescendantAdded(desc)
		end

		rotator.Listener = character.DescendantAdded:Connect(onDescendantAdded)
	end

	return rotator
end


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

Response:
local function compareTables(arr1, arr2)
	if	arr1.gunName==arr2.gunName 				and
		arr1.Type==arr2.Type 					and
		arr1.ShootRate==arr2.ShootRate 			and
		arr1.Bullets==arr2.Bullets				and
		arr1.LimbDamage[1]==arr2.LimbDamage[1]	and
		arr1.LimbDamage[2]==arr2.LimbDamage[2]	and
		arr1.TorsoDamage[1]==arr2.TorsoDamage[1]and
		arr1.TorsoDamage[2]==arr2.TorsoDamage[2]and
		arr1.HeadDamage[1]==arr2.HeadDamage[1]	and
		arr1.HeadDamage[2]==arr2.HeadDamage[2]
	then return true; end;
	return false;
end;

local function secureSettings(Player,Gun,Module)
	local PreNewModule = Gun:FindFirstChild("ACS_Settings");
	if not Gun or not PreNewModule then
		Player:kick("Exploit Protocol");
		warn(Player.Name.." - Potential Exploiter! Case 2: Missing Gun And Module")	;
		return false;
	end;

	local NewModule = require(PreNewModule);
	if (compareTables(Module, NewModule) == false) then
		Player:kick("Exploit Protocol");
		warn(Player.Name.." - Potential Exploiter! Case 4: Exploiting Gun Stats")	;
		table.insert(_G.TempBannedPlayers, Player);
		return false;
	end;
	return true;
end;

function CalculateDMG(SKP_0, SKP_1, SKP_2, SKP_4, SKP_5, SKP_6)

	local skp_0	= plr:GetPlayerFromCharacter(SKP_1.Parent) or nil
	local skp_1 = 0
	local skp_2 = SKP_5.MinDamage * SKP_6.minDamageMod

	if SKP_4 == 1 then
		local skp_3 = math.random(SKP_5.HeadDamage[1], SKP_5.HeadDamage[2])
		skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
	elseif SKP_4 == 2 then
		local skp_3 = math.random(SKP_5.TorsoDamage[1], SKP_5.TorsoDamage[2])
		skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
	else
		local skp_3 = math.random(SKP_5.LimbDamage[1], SKP_5.LimbDamage[2])
		skp_1 = math.max(skp_2 ,(skp_3 * SKP_6.DamageMod) - (SKP_2/25) * SKP_5.DamageFallOf)
	end

	if SKP_1.Parent:FindFirstChild("ACS_Client") and not SKP_5.IgnoreProtection then

		local skp_4 = SKP_1.Parent.ACS_Client.Protecao.VestProtect
		local skp_5 = SKP_1.Parent.ACS_Client.Protecao.HelmetProtect

		if SKP_4 == 1 then
			if SKP_5.BulletPenetration < skp_5.Value  then
				skp_1 = math.max(.5 ,skp_1 * (SKP_5.BulletPenetration/skp_5.Value))
			end
		else
			if SKP_5.BulletPenetration < skp_4.Value  then
				skp_1 = math.max(.5 ,skp_1 * (SKP_5.BulletPenetration/skp_4.Value))
			end
		end
	end

	if skp_0 then
		if skp_0.Team ~= SKP_0.Team or skp_0.Neutral then
			local skp_t	= Instance.new("ObjectValue")
			skp_t.Name	= "creator"
			skp_t.Value	= SKP_0
			skp_t.Parent= SKP_1
			game.Debris:AddItem(skp_t, 1)

			SKP_1:TakeDamage(skp_1)
			return;
		end;

		if not gameRules.TeamKill then return; end;
		local skp_t	= Instance.new("ObjectValue")
		skp_t.Name	= "creator"
		skp_t.Value	= SKP_0
		skp_t.Parent= SKP_1
		game.Debris:AddItem(skp_t, 1)

		SKP_1:TakeDamage(skp_1 * gameRules.TeamDmgMult)
		return;
	end

	local skp_t	= Instance.new("ObjectValue")
	skp_t.Name	= "creator"
	skp_t.Value	= SKP_0
	skp_t.Parent= SKP_1
	game.Debris:AddItem(skp_t, 1)

	SKP_1:TakeDamage(skp_1 / 6)
	return;
end

local function Damage(SKP_0, SKP_1, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6, SKP_7, SKP_8, SKP_9)
	if not SKP_0 or not SKP_0.Character then return; end;
	if not SKP_0.Character:FindFirstChild("Humanoid") or SKP_0.Character.Humanoid.Health <= 0 then return; end;
	if SKP_9 == (ACS_0.."-"..SKP_0.UserId) then
		if SKP_7 then
			SKP_0.Character.Humanoid:TakeDamage(math.max(SKP_8, 0))
			return;
		end

		if SKP_1 then
			local skp_0 = secureSettings(SKP_0,SKP_1, SKP_5)
			if not skp_0 or not SKP_2 then return; end;
			CalculateDMG(SKP_0, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6)
			return;
		end

		SKP_0:kick("Exploit Protocol")
		warn(SKP_0.Name.." - Potential Exploiter! Case 1: Tried To Access Damage Event")
		table.insert(_G.TempBannedPlayers, SKP_0)
		return;
	end
	SKP_0:kick("Exploit Protocol")
	warn(SKP_0.Name.." - Potential Exploiter! Case 0-B: Wrong Permission Code")
	table.insert(_G.TempBannedPlayers, SKP_0)
	return;
end

Evt.Damage.OnServerInvoke = Damage

Evt.HitEffect.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings)
	Evt.HitEffect:FireAllClients(Player, Position, HitPart, Normal, Material, Settings)
	Engine.GunHit:Fire(Player, Position, HitPart, Normal, Material, Settings)
end)

Evt.GunStance.OnServerEvent:Connect(function(Player,stance,Data)
	Evt.GunStance:FireAllClients(Player,stance,Data)
end)

Evt.ServerBullet.OnServerEvent:Connect(function(Player,Origin,Direction,WeaponData,ModTable)
	Evt.ServerBullet:FireAllClients(Player,Origin,Direction,WeaponData,ModTable)
end)

Evt.Stance.OnServerEvent:connect(function(Player, Stance, Virar)

	if not Player or not Player.Character then return; end; --// Player or Character doesn't exist
	if not Player.Character:FindFirstChild("Humanoid") or Player.Character.Humanoid.Health <= 0 then return; end; --// Player is dead

	local ACS_Client= Player.Character:FindFirstChild("ACS_Client")
	if not ACS_Client then return; end;

	local Torso 	= Player.Character:FindFirstChild("Torso")
	local RootPart 	= Player.Character:FindFirstChild("HumanoidRootPart")

	if not Torso or not RootPart then return; end; --// Essential bodyparts doesn't exist in this character

	local RootJoint = RootPart:FindFirstChild("RootJoint")
	local RS 		= Torso:FindFirstChild("Right Shoulder")
	local LS 		= Torso:FindFirstChild("Left Shoulder")
	local RH 		= Torso:FindFirstChild("Right Hip")
	local LH 		= Torso:FindFirstChild("Left Hip")

	if not RootJoint or not RS or not LS or not RH or not LH then return; end; --// Joints doesn't exist

	if Stance == 2 then
		TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,1.5,2.45) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(180))} ):Play()
		TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(-5),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(-5),math.rad(-90),math.rad(0))} ):Play()
	end
	if Virar == 1 then
		if Stance == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(-1,-0,0) * CFrame.Angles(math.rad(-90),math.rad(-15),math.rad(-180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()

		elseif Stance == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(-1,.75,0.25)* CFrame.Angles(math.rad(-80),math.rad(-15),math.rad(-180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()

		end
	elseif Virar == -1 then
		if Stance == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(1,0,0) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()

		elseif Stance == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(1,.75,0.25)* CFrame.Angles(math.rad(-80),math.rad(15),math.rad(180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()
		end
	elseif Virar == 0 then
		if Stance == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,0,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()

		elseif Stance == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C1 = CFrame.new(0,1,0.25)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C1 = CFrame.new(.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0,0.4)* CFrame.Angles(math.rad(20),math.rad(-90),math.rad(0))} ):Play()
		end
	end

	if ACS_Client:GetAttribute("Surrender") then
		TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(-90),math.rad(0))} ):Play()
	elseif Stance == 2 then
		TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.95,0)* CFrame.Angles(math.rad(-175),math.rad(-90),math.rad(0))} ):Play()
	else
		--p1.CFrame:inverse() * p2.CFrame
		TS:Create(RS, TweenInfo.new(.3), {C1 = CFrame.new(-.5,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C1 = CFrame.new(.5,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
	end

end)

Evt.Surrender.OnServerEvent:Connect(function(Player,Victim)
	if not Player or not Player.Character then return; end;

	local PClient 	= nil
	if Victim then
		if Victim == Player or not Victim.Character then return; end;

		PClient = Victim.Character:FindFirstChild("ACS_Client")
		if not PClient then return; end;

		if PClient:GetAttribute("Surrender") then
			PClient:SetAttribute("Surrender",false)
		end
	end

	PClient = Player.Character:FindFirstChild("ACS_Client")
	if not PClient then return; end;

	if not PClient:GetAttribute("Surrender") then
		PClient:SetAttribute("Surrender",true)
	end
end)

Evt.Grenade.OnServerEvent:Connect(function(SKP_0, SKP_1, SKP_2, SKP_3, SKP_4, SKP_5, SKP_6)
	if not SKP_0 or not SKP_0.Character then return; end;
	if not SKP_0.Character:FindFirstChild("Humanoid") or SKP_0.Character.Humanoid.Health <= 0 then return; end;

	if SKP_6 ~= (ACS_0.."-"..SKP_0.UserId) then
		SKP_0:kick("Exploit Protocol")
		warn(SKP_0.Name.." - Potential Exploiter! Case 0-B: Wrong Permission Code")
		table.insert(_G.TempBannedPlayers, SKP_0)
		return;
	end

	if not SKP_1 or not SKP_2 then
		SKP_0:kick("Exploit Protocol")
		warn(SKP_0.Name.." - Potential Exploiter! Case 3: Tried To Access Grenade Event")
		return;
	end

	local skp_0 = secureSettings(SKP_0, SKP_1, SKP_2)
	if not skp_0 or SKP_2.Type ~= "Grenade" then return; end;

	if not SVGunModels:FindFirstChild(SKP_2.gunName) then warn("ACS_Server Couldn't Find "..SKP_2.gunName.." In Grenade Model Folder"); return; end;

	local skp_0 = SVGunModels[SKP_2.gunName]:Clone()

	for SKP_Arg0, SKP_Arg1 in pairs(SKP_0.Character:GetChildren()) do
		if not SKP_Arg1:IsA('BasePart') then continue; end;
		local skp_1 = Instance.new("NoCollisionConstraint")
		skp_1.Parent= skp_0
		skp_1.Part0 = skp_0.PrimaryPart
		skp_1.Part1 = SKP_Arg1
	end

	local skp_1	= Instance.new("ObjectValue")
	skp_1.Name	= "creator"
	skp_1.Value	= SKP_0
	skp_1.Parent= skp_0.PrimaryPart

	skp_0.Parent 	= ACS_Workspace.Server
	skp_0.PrimaryPart.CFrame = SKP_3
	skp_0.PrimaryPart:ApplyImpulse(SKP_4 * SKP_5 * skp_0.PrimaryPart:GetMass())
	skp_0.PrimaryPart:SetNetworkOwner(nil)
	skp_0.PrimaryPart.Damage.Disabled = false

	SKP_1:Destroy()
end)

function loadAttachment(weapon,WeaponData)
	if not weapon or not WeaponData or not weapon:FindFirstChild("Nodes") then return; end;
	--load sight Att
	if weapon.Nodes:FindFirstChild("Sight") and WeaponData.SightAtt ~= "" then

		local SightAtt = AttModels[WeaponData.SightAtt]:Clone()
		SightAtt.Parent = weapon
		SightAtt:SetPrimaryPartCFrame(weapon.Nodes.Sight.CFrame)

		for index, key in pairs(weapon:GetChildren()) do
			if not key:IsA('BasePart') or key.Name ~= "IS" then continue; end;
			key.Transparency = 1
		end

		for index, key in pairs(SightAtt:GetChildren()) do
			if key.Name == "SightMark" or key.Name == "Main" then key:Destroy(); continue; end;
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end

	end

	--load Barrel Att
	if weapon.Nodes:FindFirstChild("Barrel") and WeaponData.BarrelAtt ~= "" then

		local BarrelAtt = AttModels[WeaponData.BarrelAtt]:Clone()
		BarrelAtt.Parent = weapon
		BarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.Barrel.CFrame)

		if BarrelAtt:FindFirstChild("BarrelPos") then
			weapon.Handle.Muzzle.WorldCFrame = BarrelAtt.BarrelPos.CFrame
		end

		for index, key in pairs(BarrelAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end
	end

	--load Under Barrel Att
	if weapon.Nodes:FindFirstChild("UnderBarrel") and WeaponData.UnderBarrelAtt ~= "" then

		local UnderBarrelAtt = AttModels[WeaponData.UnderBarrelAtt]:Clone()
		UnderBarrelAtt.Parent = weapon
		UnderBarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.UnderBarrel.CFrame)

		for index, key in pairs(UnderBarrelAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end
	end

	if weapon.Nodes:FindFirstChild("Other") and WeaponData.OtherAtt ~= "" then

		local OtherAtt = AttModels[WeaponData.OtherAtt]:Clone()
		OtherAtt.Parent = weapon
		OtherAtt:SetPrimaryPartCFrame(weapon.Nodes.Other.CFrame)

		for index, key in pairs(OtherAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false

		end
	end
end

Evt.Equip.OnServerEvent:Connect(function(Player,Arma,Mode,Settings,Anim)
	if not Player or not Player.Character then return; end;

	local Head 		= Player.Character:FindFirstChild('Head')
	local Torso 	= Player.Character:FindFirstChild('Torso')
	local LeftArm 	= Player.Character:FindFirstChild('Left Arm')
	local RightArm 	= Player.Character:FindFirstChild('Right Arm')

	if not Head or not Torso or not LeftArm or not RightArm then return; end;
	local RS 		= Torso:FindFirstChild("Right Shoulder")
	local LS 		= Torso:FindFirstChild("Left Shoulder")
	if not RS or not LS then return; end;

	--// EQUIP
	if Mode == 1 then
		local GunModel = GunModels:FindFirstChild(Arma.Name)
		if not GunModel then warn(Player.Name..": Couldn't load Server-side weapon model") return; end;

		local ServerGun = GunModel:Clone()
		ServerGun.Name = 'S' .. Arma.Name

		local AnimBase = Instance.new("Part", Player.Character)
		AnimBase.FormFactor = "Custom"
		AnimBase.CanCollide = false
		AnimBase.Transparency = 1
		AnimBase.Anchored = false
		AnimBase.Name = "AnimBase"
		AnimBase.Size = Vector3.new(0.1, 0.1, 0.1)

		local AnimBaseW = Instance.new("Motor6D")
		AnimBaseW.Part0 = Head
		AnimBaseW.Part1 = AnimBase
		AnimBaseW.Parent = AnimBase
		AnimBaseW.Name = "AnimBaseW"
		--AnimBaseW.C0 = CFrame.new(0,-1.25,0)

		local ruaw = Instance.new("Motor6D")
		ruaw.Name = "RAW"
		ruaw.Part0 = RightArm
		ruaw.Part1 = AnimBase
		ruaw.Parent = AnimBase
		ruaw.C0 = Anim.SV_RightArmPos
		RS.Enabled = false

		local luaw = Instance.new("Motor6D")
		luaw.Name = "LAW"
		luaw.Part0 = LeftArm
		luaw.Part1 = AnimBase
		luaw.Parent = AnimBase
		luaw.C0 = Anim.SV_LeftArmPos
		LS.Enabled = false

		ServerGun.Parent = Player.Character

		loadAttachment(ServerGun,Settings)

		if ServerGun:FindFirstChild("Nodes") ~= nil then
			ServerGun.Nodes:Destroy()
		end

		for SKP_001, SKP_002 in pairs(ServerGun:GetDescendants()) do
			if SKP_002.Name ~= "SightMark" then continue; end;
			SKP_002:Destroy()
		end

		for SKP_001, SKP_002 in pairs(ServerGun:GetDescendants()) do
			if not SKP_002:IsA('BasePart') or SKP_002.Name == 'Handle' then continue; end;
			Ultil.WeldComplex(ServerGun:WaitForChild("Handle"), SKP_002, SKP_002.Name)
		end

		local SKP_004 = Instance.new('Motor6D')
		SKP_004.Name = 'Handle'
		SKP_004.Parent = ServerGun.Handle
		SKP_004.Part0 = RightArm
		SKP_004.Part1 = ServerGun.Handle
		SKP_004.C1 = Anim.SV_GunPos:inverse()

		for L_74_forvar1, L_75_forvar2 in pairs(ServerGun:GetDescendants()) do
			if not L_75_forvar2:IsA('BasePart') then continue; end;
			L_75_forvar2.Anchored = false
			L_75_forvar2.CanCollide = false
		end
		return;
	end;
	--// UNEQUIP
	if Mode == 2 then
		if Arma and Player.Character:FindFirstChild('S' .. Arma.Name) then
			Player.Character['S' .. Arma.Name]:Destroy()
			Player.Character.AnimBase:Destroy()
		end

		RS.Enabled = true
		LS.Enabled = true
	end
	return;
end)

Evt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor)
	if not Player or not Player.Character then return; end;
	if not Player.Character:FindFirstChild("ACS_Client") then return; end;

	Player.Character.ACS_Client.FireTeam.SquadName.Value = SquadName
	Player.Character.ACS_Client.FireTeam.SquadColor.Value = SquadColor
end)

Evt.HeadRot.OnServerEvent:connect(function(Player, CF)
	Evt.HeadRot:FireAllClients(Player, CF)
end)

Evt.Atirar.OnServerEvent:Connect(function(Player, Arma, Suppressor, FlashHider)
	Evt.Atirar:FireAllClients(Player, Arma, Suppressor, FlashHider)
end)

Evt.Whizz.OnServerEvent:Connect(function(Player, Victim)
	Evt.Whizz:FireClient(Victim)
end)

Evt.Suppression.OnServerEvent:Connect(function(Player,Victim,Mode,Intensity,Time)
	Evt.Suppression:FireClient(Victim,Mode,Intensity,Time)
end)

Evt.Refil.OnServerEvent:Connect(function(Player, Stored, NewStored)
	Stored.Value = Stored.Value - NewStored
end)

Evt.SVLaser.OnServerEvent:Connect(function(Player,Position,Modo,Cor,IRmode,Arma)
	Evt.SVLaser:FireAllClients(Player,Position,Modo,Cor,IRmode,Arma)
end)

Evt.SVFlash.OnServerEvent:Connect(function(Player,Arma,Mode)
	Evt.SVFlash:FireAllClients(Player,Arma,Mode)
end)


Prompt: -- This function casts a ray with a whitelist.

Response:
local function CastWithWhitelist(origin, direction, whitelist, ignoreWater)
	if not whitelist or typeof(whitelist) ~= "table" then
		-- This array is faulty.
		error("Call in CastWhitelist failed! Whitelist table is either nil, or is not actually a table.", 0)
	end
	local castRay = Ray.new(origin, direction)
	-- Now here's something bizarre: FindPartOnRay and FindPartOnRayWithIgnoreList have a "terrainCellsAreCubes" boolean before ignoreWater. FindPartOnRayWithWhitelist, on the other hand, does not!
	return Workspace:FindPartOnRayWithWhitelist(castRay, whitelist, ignoreWater)
end


Prompt: -- functions bruv

Response:
function RaycastRender()
	for x=1,renderResolution do
		for y=1,renderResolution do
			local currentScreenPos = Vector2.new(x*(viewportSize.X/renderResolution), y*(viewportSize.Y/renderResolution))
			local screenRay = cam:ScreenPointToRay(currentScreenPos.X, currentScreenPos.Y)
			local RayCast = workspace:Raycast(screenRay.Origin, screenRay.Direction*1000)
			if RayCast then
				local Part = Instance.new("Part", workspace)
				Part.Anchored = true
				Part.Size = Vector3.new(1,1,1)
				Part.Position = RayCast.Position
				game.Debris:AddItem(Part, .095)
			end
		end
	end
end

function isPositionOnScreen(position)

	if (position - cam.CFrame.Position).Magnitude > 3000 then
	-- Check if on screen:
	local vector, inViewport = cam:WorldToViewportPoint(position)
	local onScreen = inViewport and vector.Z > 0

	-- Raycast outward:
	local ray = cam:ViewportPointToRay(vector.X, vector.Y, 0)
	local raycastParams = RaycastParams.new()
	raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
	--raycastParams.FilterDescendantsInstances = {game.Players.LocalPlayer.Character}
	local raycastResult = workspace:Raycast(ray.Origin, ray.Direction * 1000, raycastParams)

	-- Final check:
	local isVisible = onScreen and not raycastResult
		return isVisible
	else
		return true
	end

end


Prompt:
--[[
	Is the given object a Promise instance?
]]

Response:
function Promise.is(object)
	if type(object) ~= "table" then
		return false
	end

	return object[PromiseMarker] == true
end


Response:
local IDs =
{	"rbxassetid://8574619105", -- 00
	"rbxassetid://8582705437", -- 01
	"rbxassetid://8582853792", -- 02
	"rbxassetid://8582862325", -- 03
	"rbxassetid://8582872626", -- 04
	"rbxassetid://8582889931", -- 05
	"rbxassetid://8582895559", -- 06
	"rbxassetid://8582902014", -- 07
	"rbxassetid://8582905652", -- 08
	"rbxassetid://8582908281", -- 09
	"rbxassetid://8582914909", -- 10
	"rbxassetid://8582917602", -- 11
	"rbxassetid://8582920389", -- 12
	"rbxassetid://8582922411", -- 13
	"rbxassetid://8582923430", -- 14
	"rbxassetid://8582924089", -- 15
	"rbxassetid://8582925377", -- 16
	"rbxassetid://8582926419", -- 17
	"rbxassetid://8582927354", -- 18
	"rbxassetid://8582928485", -- 19
	"rbxassetid://8582962385", -- 20
	"rbxassetid://8582966006", -- 21
	"rbxassetid://8582970043", -- 22
	"rbxassetid://8582971526", -- 23
	"rbxassetid://8582976022", -- 24
	"rbxassetid://8582978553", -- 25
	"rbxassetid://8582981543", -- 26
	"rbxassetid://8582983664", -- 27
	"rbxassetid://8582985386", -- 28
	"rbxassetid://8582987054", -- 29
	"rbxassetid://8582989695", -- 30
	"rbxassetid://8582990702", -- 31
	"rbxassetid://8582995438", -- 32
	"rbxassetid://8582996385", -- 33
	"rbxassetid://8583002659", -- 34
	"rbxassetid://8583011681", -- 35
	"rbxassetid://8583025661", -- 36
	"rbxassetid://8583028764", -- 37
	"rbxassetid://8583038094", -- 38
	"rbxassetid://8583041516", -- 39
	"rbxassetid://8583042812", -- 40
	"rbxassetid://8583043737"} -- 41

while true do
	for i,v in ipairs(IDs) do
		script.Parent.Texture = v
		task.wait(0.09)
	end
end


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

Response:
	,VRecoil = {14,18}				--- Vertical Recoil
	,HRecoil = {8,12}				--- Horizontal Recoil
	,AimRecover = 1					---- Between 0 & 1

	,RecoilPunch = .25
	,VPunchBase = 3					--- Vertical Punch
	,HPunchBase = 4					--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 1 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = 1
	,MaxRecoilPower = 2.5
	,RecoilPowerStepAmount = .25

	,MinSpread = 10					--- Min bullet spread value | Studs
	,MaxSpread = 40					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 2.5
	,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:
--[=[
	Initializes a new promise with the given function in a deferred wrapper.

	@param func (resolve: (...) -> (), reject: (...) -> ()) -> ()?
	@return Promise<T>
]=]

Response:
function Promise.spawn(func)
	local self = Promise.new()

	task.spawn(func, self:_getResolveReject())

	return self
end


Prompt: --- Get (or create) BindableFunction

Response:
function GetFunc(funcName)
	--- Variables
	funcName = string.lower(funcName)
	local func = funcs[funcName]

	--- Check if function already exists
	if not func then
		func = Instance.new("BindableFunction")
		func.Name = funcName
		funcs[funcName] = func
	end

	return func
end


Prompt: --[[Brakes]]

Response:
--
	Tune.FBrakeForce	= 350 		-- Front brake force
	Tune.RBrakeForce	= 200 		-- Rear brake force
	Tune.PBrakeForce	= 350 		-- Parking brake force

	Tune.LinkedBrakes	= true 		-- Links brakes up, uses both brakes while braking
	Tune.BrakesRatio	= 60 		-- The ratio of the brakes (0 = rear brake; 100 = front brake)


Prompt:
--[[
	Gamepad Character Control - This module handles controlling your avatar using a game console-style controller

	2018 PlayerScripts Update - AllYourBlox
--]]

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


Prompt: -- Table setup containing product IDs and functions for handling purchases

Response:
local productFunctions = {
	[1233952204] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 5
			return true
		end
	end;

	[1233952208] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 10
			return true
		end
	end;

	[1233952212] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 50
			return true
		end
	end;

	[1233955620] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 100
			return true
		end
	end;

	[1233955602] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 500
			return true
		end
	end;

	[1233955632] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 1000
			return true
		end
	end;

	[1233955638] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 5000
			return true
		end
	end;

	[1233955645] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 10000
			return true
		end
	end;

	[1233955664] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 50000
			return true
		end
	end;

	[1233955679] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 100000
			return true
		end
	end;

	[1233955695] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 500000
			return true
		end
	end;
}

MarketplaceService.ProcessReceipt = function(receiptInfo)
	local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
	local purchased = false
	local success, errorMessage = pcall(function()
		purchased = purchaseHistoryStore:GetAsync(playerProductKey)
	end)

	if success and purchased then
		return Enum.ProductPurchaseDecision.PurchaseGranted
	elseif not success then
		error("Data store error:" .. errorMessage)
	end

	local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
	if not player then
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end

	local handler = productFunctions[receiptInfo.ProductId]

	local success, result = pcall(handler, receiptInfo, player)
	if not success or not result then
		warn("Error occurred while processing a product purchase")
		print("\nProductId:", receiptInfo.ProductId)
		print("\nPlayer:", player)
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end

	local success, errorMessage = pcall(function()
		purchaseHistoryStore:SetAsync(playerProductKey, true)
	end)
	if not success then
		error("Cannot save purchase data: " .. errorMessage)
	end

	return Enum.ProductPurchaseDecision.PurchaseGranted
end