Prompt:
--[[
	PlayerServer.lua

	AddPlayerAddedFunc:
		Add a function that runs whenever a player joins a server

]]

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

this.Service = nil

function  this.new(  )
	-- body
	local self = this.Service or {}
	setmetatable(self,this)

	self.BindedPlayerAddedFunctions = {}
	self.BindedCharacterAddedFunctions = {}
	self.BindedPlayerRemovingFunctions = {}

	for _,v in pairs(game.Players:GetPlayers()) do
		self:PlayerAdded(v)
	end
	self.Connections = {
		PlayerAdded = game.Players.PlayerAdded:Connect(function(plr)
			self:PlayerAdded(plr)
		end);
		PlayerRemoving = game.Players.PlayerRemoving:Connect(function(plr)
			self:PlayerRemoving(plr)
		end);
	}

	this.Service = self
	return self
end

function this:PlayerAdded( plr )
	for _,v in pairs(self.BindedPlayerAddedFunctions) do
		v(plr)
	end
	if plr.Character then
		self:CharacterAdded(plr.Character)
	end
	plr.CharacterAdded:Connect(function( char )
		self:CharacterAdded(char)
	end)
end

function  this:PlayerRemoving( plr )
	for _,v in pairs(self.BindedPlayerRemovingFunctions) do
		v(plr)
	end
end

function this:CharacterAdded(char)
	for _,v in pairs(self.BindedCharacterAddedFunctions) do
		v(char)
	end
end

function  this:AddPlayerAddedFunc(name, func )
	-- body
	self.BindedPlayerAddedFunctions[name] = func
	for i,v in pairs(game.Players:GetPlayers()) do
		warn(v.Name.. " was already in the game before we added this player added function")
		func(v)
	end
end

function  this:AddPlayerRemovingFunc(name, func )
	-- body
	self.BindedPlayerRemovingFunctions[name] = func
end

function  this:AddCharacterAddedFunc(name, func )
	-- body
	self.BindedCharacterAddedFunctions[name] = func
	for i,v in pairs(game.Players:GetPlayers()) do
		if v.Character then
			warn(v.Name.. " was already in the game before we added this Character added function")
			func(v.Character)
		end
	end
end

function this:Deconstruct() -- Delete the player's object

end

return this


Prompt:
--[[
	CameraModule - This ModuleScript implements a singleton class to manage the
	selection, activation, and deactivation of the current camera controller,
	character occlusion controller, and transparency controller. This script binds to
	RenderStepped at Camera priority and calls the Update() methods on the active
	controller instances.

	The camera controller ModuleScripts implement classes which are instantiated and
	activated as-needed, they are no longer all instantiated up front as they were in
	the previous generation of PlayerScripts.

	2018 PlayerScripts Update - AllYourBlox
--]]

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

local FFlagUserCameraToggle do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
	end)
	FFlagUserCameraToggle = success and result
end

local FFlagUserRemoveTheCameraApi do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserRemoveTheCameraApi")
	end)
	FFlagUserRemoveTheCameraApi = success and result
end


Prompt: -- Connection class

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

function Connection.new(signal, fn)
	return setmetatable({
		_connected = true,
		_signal = signal,
		_fn = fn,
		_next = false,
	}, Connection)
end

function Connection:Disconnect()
	assert(self._connected, "Can't disconnect a connection twice.")
	self._connected = false

	-- Unhook the node, but DON'T clear it. That way any fire calls that are
	-- currently sitting on this node will be able to iterate forwards off of
	-- it, but any subsequent fire calls will not hit it, and it will be GCed
	-- when no more fire calls are sitting on it.
	if self._signal._handlerListHead == self then
		self._signal._handlerListHead = self._next
	else
		local prev = self._signal._handlerListHead
		while prev and prev._next ~= self do
			prev = prev._next
		end
		if prev then
			prev._next = self._next
		end
	end
end


Prompt: -- Player's tank GUI

Response:
GUI = script.Parent.Parent.Parent.PlayerGui.TankGUI;
GUI.HP.Hitpoints.Text = parts.Parent:findFirstChild("Damage").Value

local Hull = parts.Parent:findFirstChild("Damage")

if Hull.Value<0 then
	GUI.HP.Hitpoints.Text = "DISABLED"
end

local MGDamage = math.random(45,45)

braking = false;
firingMg = false;
reloading = false;
currRound = tankStats.Round; -- Current loaded ammo (AP/HE)

myMouse = nil;

function updateAmmo()
	GUI.Ammo.Text = "Cannon Ammo = " .. tankStats[tankStats.Round.Value .. "Ammo"].Value;
	GUI.MG_Ammo.Text = tankStats.MGAmmo.Value;
	GUI.HP.Hitpoints.Text = parts.Parent:findFirstChild("Damage").Value
end

function Brakes()
	for i = 1, 5 do
	parts.Engine.BodyVelocity.Velocity = Vector3.new(0,0,0)
	print("Brakes activated")
	end
end


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

Response:
local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer;
local l__Character__2 = game:GetService("Players").LocalPlayer.Character;
hrp = l__Character__2:WaitForChild("HumanoidRootPart");
hp2 = Instance.new("Part");
hp2.Name = "Door";
hp2.Size = Vector3.new(1.5, 5.26, 1.21);
hp2.CanCollide = false;
hp2.Transparency = 1;
hp2.Parent = l__Character__2;
local v3 = Instance.new("Weld");
v3.Parent = hp2;
v3.Part0 = hp2;
v3.Part1 = l__Character__2.HumanoidRootPart;
v3.C0 = CFrame.new(0, 0.5, 0);
ts = game:GetService("TweenService");
ti2 = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0);
hp2.Touched:connect(function(p1)
	if p1.Name == "Trigger" and p1:FindFirstChild("Open") == nil and l__Character__2.Humanoid.Health >= 0 then
		local v4 = Instance.new("BoolValue", p1);
		local v5 = script.DoorO:Clone();
		v5.Parent = p1;
		v5:Play();
		game.Debris:AddItem(v5, 3);
		v4.Name = "Open";
		local l__d1__6 = p1.Parent.d1;
		local l__d2__7 = p1.Parent.d2;
		l__d1__6.CanCollide = false;
		l__d2__7.CanCollide = false;
		local v8 = ts:Create(l__d1__6, ti2, {
			CFrame = l__d1__6.CFrame + Vector3.new(0, 15, 0)
		});
		ts:Create(l__d2__7, ti2, {
			CFrame = l__d2__7.CFrame + Vector3.new(0, 15, 0)
		}):Play();
		v8:Play();
		wait(3);
		local v9 = script.DoorC:Clone();
		v9.Parent = p1;
		v9:Play();
		game.Debris:AddItem(v9, 3);
		local v10 = ts:Create(l__d2__7, ti2, {
			CFrame = p1.Parent.d2.CFrame
		});
		ts:Create(l__d1__6, ti2, {
			CFrame = p1.Parent.d1.CFrame
		}):Play();
		v10:Play();
		wait(1.5);
		l__d1__6.CanCollide = true;
		l__d2__7.CanCollide = true;
		game.Debris:AddItem(v4, 0);
	end;
end);


Response:
function onRunning(speed)
	if speed > 0.01 then
		local scale = 15.0
		playAnimation("walk", 0.1, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		playAnimation("idle", 0.1, Humanoid)
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function getTool()
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == "Tool" then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

function animateTool()

	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid)
		return
	end
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder:SetDesiredAngle(3.14 /2)
	LeftShoulder:SetDesiredAngle(-3.14 /2)
	RightHip:SetDesiredAngle(3.14 /2)
	LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = getTool()
	if tool then

		animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end


Prompt: -- References

Response:
SyncAPI = script.Parent;
Tool = SyncAPI.Parent;
Player = nil;


Prompt:
--[[
	Takes two tables A, B and a key, returns if two tables have the same value at key
]]

Response:
return function(A, B, key)
	if A and B and key and key ~= "" and A[key] and B[key] and A[key] == B[key] then
		return true
	end
	return false
end


Prompt:
--	elseif input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonL3 then
--		if (state == Enum.UserInputState.Begin) then
--			self.L3ButtonDown = true
--		elseif (state == Enum.UserInputState.End) then
--			self.L3ButtonDown = false
--			self.currentZoomSpeed = 1.00
--		end
--	end

Response:
end

function BaseCamera:DoKeyboardZoom(name, state, input)
	if not self.hasGameLoaded and VRService.VREnabled then
		return Enum.ContextActionResult.Pass
	end

	if state ~= Enum.UserInputState.Begin then
		return Enum.ContextActionResult.Pass
	end

	if self.distanceChangeEnabled and player.CameraMode ~= Enum.CameraMode.LockFirstPerson then
		if input.KeyCode == Enum.KeyCode.I then
			self:SetCameraToSubjectDistance( self.currentSubjectDistance - 5 )
		elseif input.KeyCode == Enum.KeyCode.O then
			self:SetCameraToSubjectDistance( self.currentSubjectDistance + 5 )
		end
		return Enum.ContextActionResult.Sink
	end
	return Enum.ContextActionResult.Pass
end

function BaseCamera:BindAction(actionName, actionFunc, createTouchButton, ...)
	table.insert(self.boundContextActions, actionName)
	ContextActionService:BindActionAtPriority(actionName, actionFunc, createTouchButton,
		CAMERA_ACTION_PRIORITY, ...)
end

function BaseCamera:BindGamepadInputActions()
	self:BindAction("BaseCameraGamepadPan", function(name, state, input) return self:GetGamepadPan(name, state, input) end,
		false, Enum.KeyCode.Thumbstick2)
	self:BindAction("BaseCameraGamepadZoom", function(name, state, input) return self:DoGamepadZoom(name, state, input) end,
		false, Enum.KeyCode.DPadLeft, Enum.KeyCode.DPadRight, Enum.KeyCode.ButtonR3)
end

function BaseCamera:BindKeyboardInputActions()
	self:BindAction("BaseCameraKeyboardPanArrowKeys", function(name, state, input) return self:DoKeyboardPanTurn(name, state, input) end,
		false, Enum.KeyCode.Left, Enum.KeyCode.Right)
	self:BindAction("BaseCameraKeyboardZoom", function(name, state, input) return self:DoKeyboardZoom(name, state, input) end,
		false, Enum.KeyCode.I, Enum.KeyCode.O)
end

local function isInDynamicThumbstickArea(input)
	local playerGui = player:FindFirstChildOfClass("PlayerGui")
	local touchGui = playerGui and playerGui:FindFirstChild("TouchGui")
	local touchFrame = touchGui and touchGui:FindFirstChild("TouchControlFrame")
	local thumbstickFrame = touchFrame and touchFrame:FindFirstChild("DynamicThumbstickFrame")

	if not thumbstickFrame then
		return false
	end

	local frameCornerTopLeft = thumbstickFrame.AbsolutePosition
	local frameCornerBottomRight = frameCornerTopLeft + thumbstickFrame.AbsoluteSize
	if input.Position.X >= frameCornerTopLeft.X and input.Position.Y >= frameCornerTopLeft.Y then
		if input.Position.X <= frameCornerBottomRight.X and input.Position.Y <= frameCornerBottomRight.Y then
			return true
		end
	end

	return false
end


Prompt: -- Constructor.

Response:
function FastCast.new()
	return setmetatable({
		LengthChanged = Signal:CreateNewSignal(),
		RayHit = Signal:CreateNewSignal(),
		RayExited = Signal:CreateNewSignal()
	}, FastCast)
end


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

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

math.randomseed(tick())

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

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


Response:
function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = currentTime - lastTick
  	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	if tool and tool:FindFirstChild("Handle") then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end


Prompt:
--[=[
	Executes on the next event connection.
	@param event RBXScriptSignal
	@param _function function
	@return RBXScriptConnection
]=]

Response:
function SignalUtils.onNext(event, _function)
	assert(typeof(event) == "RBXScriptSignal", "Bad event")
	assert(type(_function) == "function", "Bad _function")

	local conn
	conn = event:Connect(function(...)
		if conn.Connected then
			return -- Multiple events got queued
		end

		conn:Disconnect()
		_function(...)
	end)

	return conn
end

return SignalUtils


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 300		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 100		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 15000		--		Use sliders to manipulate values
	Tune.Redline		= 15000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

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

	--Misc
	Tune.RevAccel		= 500		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 0		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


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

Response:
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1023)

game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(106)

game.Workspace.doorleft.l13.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1013)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "13"


Prompt: --Disable normal death

Response: repeat wait() until hum.Health == 0


Prompt: -- GuiControls variables

Response:
local PressedColor = Color3.new(79/255,185/255,255/255)
local LiftedColor = Color3.new(255/255,255/255,255/255)
local GuiControls = script.Parent:WaitForChild("GuiControls")
local Accelerate = GuiControls:WaitForChild("Accelerate")
local Steer = GuiControls:WaitForChild("Steer")
local UpButton = Accelerate:WaitForChild("Up")
local DownButton = Accelerate:WaitForChild("Down")
local RightButton = Steer:WaitForChild("Right")
local LeftButton = Steer:WaitForChild("Left")
local OffButton = GuiControls:WaitForChild("OffButton")


Prompt: -- regeneration

Response:
function regenHealth()
	if regening then return end
	regening = false

	while Humanoid.Health < Humanoid.MaxHealth do
		local s = task.wait(1)
		local health = Humanoid.Health
		if health > 0 and health < Humanoid.MaxHealth then
			local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
			health = health + newHealthDelta
			Humanoid.Health = math.min(health,Humanoid.MaxHealth)
		end
	end

	if Humanoid.Health > Humanoid.MaxHealth then
		Humanoid.Health = Humanoid.MaxHealth
	end

	regening = false
end

Humanoid.HealthChanged:connect(regenHealth)


Prompt: -- Number of bullets in a clip

Response: local ClipSize = 30


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

Response:
local v1 = {};
local v2 = require(game.ReplicatedStorage.Modules.Lightning);
local v3 = require(game.ReplicatedStorage.Modules.Xeno);
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__5 = game.TweenService;
local l__Debris__6 = game.Debris;
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function v1.RunStompFx(p1, p2, p3, p4)
	local v7 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone();
	v7.Parent = p2.Parent.UpperTorso and p2;
	v7:Play();
	game.Debris:AddItem(v7, 4);
	local v8 = l__ReplicatedStorage__1.KillFX[p1].Effect:Clone();
	v8.Parent = p2.Parent.UpperTorso and p2;
	v8.Effect.Enabled = true;
	v8.Position = p2.Parent.UpperTorso.Position or p2.Position;
	game.Debris:AddItem(v8, 4);
	local v9 = Instance.new("WeldConstraint", v8);
	v9.Part0 = v8;
	v9.Part1 = p2.Parent.UpperTorso and p2;
	return nil;
end;
return v1;


Prompt:
-- Script GUID: {6BA2CDC4-2490-4BF3-A382-3936CFCA3401}
-- Decompiled with the Synapse X Luau decompiler.

Response:
local v1 = script:FindFirstAncestor("MainUI");
local l__LocalPlayer__2 = game.Players.LocalPlayer;
local v3 = require(l__LocalPlayer__2:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v4 = game["Run Service"];
local l__UserInputService__5 = game:GetService("UserInputService");
local l__TweenService__6 = game:GetService("TweenService");
local v7 = require(script:WaitForChild("Lightning"));
local l__Bricks__1 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks");
local u2 = require(script.Parent);
local v8 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("Module_Events"));
v8.init(u2);
local v10 = Vector3.new();
local v1110 = workspace
game.SoundService.Main.Volume = 1;
l__Bricks__1:WaitForChild("PadlockHint").OnClientEvent:Connect(function(p1, p2, p3)
	local l__Hints__11 = v1.Parent.PermUI.Hints;
	l__Hints__11.Visible = true;
	if not p1 or not p2 then
		l__Hints__11.Visible = false;
		for v12, v13 in pairs(l__Hints__11:GetChildren()) do
			if v13.Name == "Icon" then
				v13:Destroy();
			end;
		end;
		return;
	end;
	local v14 = l__Hints__11.Template:Clone();
	v14.Name = "Icon";
	v14.Visible = true;
	v14.ImageRectOffset = Vector2.new(50 * p1, 0);
	v14.TextLabel.Text = p2;
	if p3 and p3 ~= l__LocalPlayer__2.UserId then
		v14.User.Visible = true;
		v14.User.Image = "rbxthumb://type=AvatarHeadShot&id=" .. p3 .. "&w=48&h=48";
	end;
	v14.Parent = l__Hints__11;
end);
l__Bricks__1:WaitForChild("MotorReplication").OnClientEvent:Connect(function(p4, p5, p6, p7)
	if not p4 or not p4:FindFirstChild("Humanoid") or not p4:FindFirstChild("Humanoid"):GetAttribute("AppearanceFinal") then
		return;
	end;
	local v15 = CFrame.new(0, 0.22, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
	local v16 = CFrame.new(0, -1.1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
	local v17 = CFrame.new(0, 0.88, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
	local v18 = CFrame.new(1, 0.62, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
	local v19 = CFrame.new(-1, 0.62, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
	if p4 and p4:FindFirstChild("HumanoidRootPart") then
		local l__HumanoidRootPart__20 = p4:WaitForChild("HumanoidRootPart", 0.5);
		local l__ClientMotors__21 = p4:FindFirstChild("ClientMotors");
		local l__Waist__22 = p4:WaitForChild("UpperTorso", 0.5):WaitForChild("Waist", 0.5);
		local l__Neck__23 = p4:WaitForChild("Head", 0.5):WaitForChild("Neck", 0.5);
		local l__Root__24 = p4:WaitForChild("LowerTorso", 0.5):WaitForChild("Root", 0.5);
		local l__RightShoulder__25 = p4:WaitForChild("RightUpperArm", 0.5):WaitForChild("RightShoulder", 0.5);
		local l__LeftShoulder__26 = p4:WaitForChild("LeftUpperArm", 0.5):WaitForChild("LeftShoulder", 0.5);
		local l__Value__27 = l__Root__24:WaitForChild("CVal").Value;
		local l__Value__28 = l__Waist__22:WaitForChild("CVal").Value;
		local l__Value__29 = l__Neck__23:WaitForChild("CVal").Value;
		local l__Value__30 = l__LeftShoulder__26:WaitForChild("CVal").Value;
		local l__Value__31 = l__RightShoulder__25:WaitForChild("CVal").Value;
		local v32 = v16 * CFrame.Angles(0, math.rad(p5 * -45), 0);
		local v33 = v15 * CFrame.Angles(math.rad(p6 * 0.25), 0, 0) * CFrame.Angles(0, math.rad(p5 * 45), 0) * CFrame.Angles(0, 0, math.rad(p7));
		local v34 = v17 * CFrame.Angles(math.rad(p6 * 0.5), 0, 0);
		local v35 = v19 * CFrame.Angles(math.rad(p6 * -0.025), 0, 0);
		local v36 = v18 * CFrame.Angles(math.rad(p6 * -0.025), 0, 0);
		if not l__ClientMotors__21 then
			local v37 = Instance.new("BoolValue");
			v37.Name = "ClientMotors";
			v37.Parent = p4;
		end;
		if p4.Humanoid:GetAttribute("Stunned") == true then
			if l__HumanoidRootPart__20 then
				l__Waist__22.Enabled = false;
				l__Neck__23.Enabled = false;
				l__Root__24.Enabled = false;
				l__RightShoulder__25.Enabled = false;
				l__LeftShoulder__26.Enabled = false;
				return;
			end;
		else
			l__Waist__22.Enabled = true;
			l__Neck__23.Enabled = true;
			l__Root__24.Enabled = true;
			l__RightShoulder__25.Enabled = true;
			l__LeftShoulder__26.Enabled = true;
			if l__HumanoidRootPart__20 and (l__HumanoidRootPart__20.Position - u2.cam.CFrame.p).Magnitude > 100 then
				l__Root__24.C0 = v32;
				l__Waist__22.C0 = v33;
				l__Neck__23.C0 = v34;
				l__LeftShoulder__26.C0 = v35;
				l__RightShoulder__25.C0 = v36;
				return;
			end;
			if l__HumanoidRootPart__20 then
				local v38 = {};
				local v39 = {};
				local v40 = {};
				local v41 = {};
				local v42 = {};
				v38.C0 = v32;
				v39.C0 = v33;
				v40.C0 = v34;
				v41.C0 = v35;
				v42.C0 = v36;
				l__TweenService__6:Create(l__Root__24, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v38):Play();
				l__TweenService__6:Create(l__Waist__22, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v39):Play();
				l__TweenService__6:Create(l__Neck__23, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v40):Play();
				l__TweenService__6:Create(l__RightShoulder__25, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v42):Play();
				l__TweenService__6:Create(l__LeftShoulder__26, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), v41):Play();
			end;
		end;
	end;
end);
l__Bricks__1:WaitForChild("SoundToClient").OnClientEvent:Connect(function(p8, p9, p10, p11)
	if p8 and p9 then
		u2.playaudio(p8, p9, p10, p11);
	end;
end);
local u3 = {};
l__Bricks__1:WaitForChild("UseEnemyModule").OnClientEvent:Connect(function(p12, p13, ...)
	if not u3[p12] then
		u3[p12] = require(game:GetService("ReplicatedStorage").ClientModules.EntityModules:FindFirstChild(p12));
	end;
	u3[p12][p13](u2, ...);
end);
l__Bricks__1:WaitForChild("UseEventModule").OnClientEvent:Connect(function(p14, ...)
	v8[p14](...);
end);
l__Bricks__1:WaitForChild("ReplicateAnimation").OnClientEvent:Connect(function(p15, p16, p17, p18, p19, p20)
	local v43 = game.ReplicatedStorage.AnimationRoot:Clone();
	local v44 = p15.Humanoid.Animator:LoadAnimation(v43.Animation);
	v43:SetPrimaryPartCFrame(p15.PrimaryPart.CFrame);
	v43.Parent = u2.cam;
	l__TweenService__6:Create(v43.PrimaryPart, TweenInfo.new(0.3, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
		CFrame = p17
	}):Play();
	local v45 = nil;
	local v46 = v43.AnimationController:LoadAnimation(p16);
	p16 = p15.Humanoid.Animator:LoadAnimation(p16);
	local v47 = false;
	if u2.char == p15 then
		u2.stopcam = true;
		v47 = true;
	end;
	if p19 and p20 and v47 then
		p20 = p19:LoadAnimation(p20);
		v45 = p19.Parent:FindFirstChild("CamAttach", true) and v45.WorldCFrame;
		u2.hideplayers = -1;
	end;
	for v48 = 1, 1000 do
		if p16.Length > 0 then
			if p20 == nil then
				break;
			end;
			if p20.Length > 0 then
				break;
			end;
		end;
		task.wait();
	end;
	p16:Play(0, 1, 1);
	v44:Play(0, 1, 1);
	v46:Play(0, 1, 1);
	if p19 and p20 then
		p20:Play(0, 1, 1);
	end;
	local l__CFrame__49 = p15.PrimaryPart.CFrame;
	local l__CFrame__50 = u2.cam.CFrame;
	local u4 = false;
	local u5 = tick();
	task.spawn(function()
		for v51 = 1, 100000 do
			task.wait();
			if u4 then
				break;
			end;
			local v52 = l__TweenService__6:GetValue((tick() - u5) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut);
			if v45 then
				v52 = l__TweenService__6:GetValue((tick() - u5) / 1.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
			end;
			p15.PrimaryPart.CFrame = p15.PrimaryPart.CFrame:Lerp(v43.LowerTorso.CFrame * CFrame.new(0, 0.96, 0), v52);
			if v47 then
				local v53
				if v45 then
					v53 = v45;
				else
					v53 = p15.Head.CFrame * CFrame.new(0, 0.15, -0.25) * CFrame.Angles(math.rad(math.clamp(u2.bobspring.p.Y, -80, 80)), math.rad(math.clamp(u2.bobspring.p.X, -80, 80)), math.rad(math.clamp(u2.bobspring.p.Z, -40, 40))) * CFrame.Angles(0, math.rad(u2.camlockedoffset[1]), 0) * CFrame.Angles(math.rad(u2.camlockedoffset[2]), 0, 0);
				end;
				u2.cam.CFrame = u2.cam.CFrame:Lerp(v53, v52);
			end;
		end;
	end);
	task.wait(p16.Length - 0.1);
	u4 = true;
	l__TweenService__6:Create(p15.PrimaryPart, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
		CFrame = p18
	}):Play();
	p16:AdjustWeight(0.01);
	p16:AdjustSpeed(0.01);
	p16:Stop(0);
	v46:Stop(0);
	v44:Stop(0);
	v43:Destroy();
	if v47 then
		local v54 = tick();
		local l__CFrame__55 = u2.cam.CFrame;
		for v56 = 1, 10000 do
			u2.cam.CFrame = l__CFrame__55:Lerp(u2.basecamcf * u2.csgo, (l__TweenService__6:GetValue((tick() - v54) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)));
			task.wait();
			if v54 + 0.25 <= tick() then
				break;
			end;
		end;
		u2.stopcam = false;
		u2.crouching = false;
	end;
end);
spawn(function()
	while true do
		task.wait(0.1)
		if v1110:FindFirstChild("FigureSetup", true) then
			local l__FigureRagdoll__19 = v1110:FindFirstChild("FigureSetup", true).FigureRagdoll;
			local l__Parent__20 = l__FigureRagdoll__19.Parent;
			local v21 = 0;
			local l__Click__22 = l__FigureRagdoll__19.Head.Click;
			local l__Growl__23 = l__FigureRagdoll__19.Head.Growl;
			local v24 = {};
			for v25, v26 in pairs(l__FigureRagdoll__19:GetDescendants()) do
				if v26:IsA("Light") and v26.Name == "BlisterLight" then
					v26.Enabled = true;
					v26.Brightness = 0;
					table.insert(v24, {
						Light = v26,
						Distance = l__FigureRagdoll__19.Head.Position - v26.Parent.WorldPosition
					});
				end;
			end;
			local v27 = TweenInfo.new(0.1, Enum.EasingStyle.Linear);
			for v28 = 1, 100000000 do
				wait(0.1);
				if not l__FigureRagdoll__19 then
					break;
				end;
				if l__FigureRagdoll__19.Parent ~= l__Parent__20 then
					break;
				end;
				local v29 = (l__Click__22.PlaybackLoudness + l__Growl__23.PlaybackLoudness) / 60;
				if v29 ~= v21 then
					for v30, v31 in v24, nil do
						delay(v31.Distance / 2, function()
							l__TweenService__6:Create(v31.Light, v27, {
								Brightness = v29
							}):Play();
						end);
					end;
				end;
				v21 = v29;
			end;
		end;
		if v1110:FindFirstChild("FigureAnimatedWelded", true) then
			local l__FigureAnimatedWelded__32 = v1110:FindFirstChild("FigureAnimatedWelded", true);
			local l__Parent__33 = l__FigureAnimatedWelded__32.Parent;
			local v34 = 0;
			local l__Click__35 = l__FigureAnimatedWelded__32.Parent.Head.Click;
			local l__Growl__36 = l__FigureAnimatedWelded__32.Parent.Head.Growl;
			local v37 = {};
			for v38, v39 in pairs(l__FigureAnimatedWelded__32:GetDescendants()) do
				if v39:IsA("Light") and v39.Name == "BlisterLight" then
					v39.Enabled = true;
					v39.Brightness = 0;
					table.insert(v37, {
						Light = v39,
						Distance = l__FigureAnimatedWelded__32.Parent.Head.Position - v39.Parent.WorldPosition
					});
				end;
			end;
			local v40 = TweenInfo.new(0.1, Enum.EasingStyle.Linear);
			for v41 = 1, 100000000 do
				wait(0.1);
				if not l__FigureAnimatedWelded__32 then
					break;
				end;
				if l__FigureAnimatedWelded__32.Parent ~= l__Parent__33 then
					break;
				end;
				local v42 = (l__Click__35.PlaybackLoudness + l__Growl__36.PlaybackLoudness) / 90 - 0.15;
				if v42 ~= v34 then
					for v43, v44 in v37, nil do
						delay(v44.Distance / 4, function()
							l__TweenService__6:Create(v44.Light, v40, {
								Brightness = v42
							}):Play();
						end);
					end;
				end;
				v34 = v42;
			end;
		end;
	end;
end)
local u6 = false;
l__Bricks__1:WaitForChild("Jumpscare").OnClientEvent:Connect(function(p21)
	if u6 == true then
		return;
	end;
	u6 = true;
	v1.MainFrame.Heartbeat.Visible = false;
	if p21 == "Seek" then
		u2.deathtick = tick() + 0.5;
		if workspace:FindFirstChild("SeekMoving", true) then
			local l__SeekMoving__57 = workspace:FindFirstChild("SeekMoving", true);
			u2.stopcam = true;
			u2.fovtarget = 40;
			local v58 = tick();
			for v59 = 1, 10000 do
				u2.cam.CFrame = (u2.basecamcf * u2.csgo):Lerp(l__SeekMoving__57.PrimaryPart.CamAttach.WorldCFrame, (l__TweenService__6:GetValue((tick() - v58) * 4, Enum.EasingStyle.Sine, Enum.EasingDirection.In)));
				task.wait();
				if v58 + 0.25 <= tick() then
					break;
				end;
			end;
		else
			warn("cant find seekmoving");
		end;
		script.Jumpscare_Seek:Play();
		v1.Jumpscare_Seek.Visible = true;
		local v60 = tick();
		for v61 = 1, 1000 do
			local v62 = math.clamp((tick() - v60) * 2, 0.1, 1);
			v1.Jumpscare_Seek.ImageLabel.Position = UDim2.new(0.5 + math.random(-100, 100) / (5000 * v62), 0, 0.5 + math.random(-100, 100) / (2500 * v62), 0);
			v1.Jumpscare_Seek.BackgroundColor3 = Color3.new(math.random(0, 4) / 12, 0, 0);
			game["Run Service"].RenderStepped:wait();
			if v60 + 0.7 <= tick() then
				break;
			end;
		end;
		u2.stopcam = false;
		script.Jumpscare_Seek:Stop();
		script.Kill:Play();
		v1.Jumpscare_Seek.ImageLabel.Visible = false;
		for v63 = 1, 4 do
			v1.Jumpscare_Seek.BackgroundColor3 = Color3.new(math.random(0, 1), 0, 0);
			wait();
		end;
		v1.Jumpscare_Seek.Visible = false;
		u2.deathtick = tick();
		u2.fovtarget = 70;
		return;
	end;
	if p21 == "Rush" then
		u2.deathtick = tick() + 10;
		game.SoundService.Main.Volume = 0;
		script.Jumpscare_Rush:Play();
		v1.Jumpscare_Rush.Visible = true;
		local v64 = tick();
		local v65 = math.random(5, 30) / 10;
		local v66 = v65 + math.random(10, 60) / 10;
		local v67 = 0.25;
		for v68 = 1, 100000 do
			task.wait();
			if v64 + v65 <= tick() then
				v1.Jumpscare_Rush.ImageLabel.Visible = true;
				v65 = v65 + math.random(7, 44) / 10;
				script.Jumpscare_Rush.Pitch = 1 + math.random(-100, 100) / 500;
				v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(0, 0, math.random(0, 10) / 255);
				v1.Jumpscare_Rush.ImageLabel.Position = UDim2.new(0.5, math.random(-2, 2), 0.5, math.random(-2, 2));
				v67 = v67 + 0.05;
				v1.Jumpscare_Rush.ImageLabel.Size = UDim2.new(v67, 0, v67, 0);
			end;
			if v64 + v66 <= tick() then
				break;
			end;
		end;
		v1.Jumpscare_Rush.ImageLabel.Visible = true;
		script.Jumpscare_Rush:Stop();
		script.Jumpscare_Rush2:Play();
		v1.Jumpscare_Rush.ImageLabel.Visible = false;
		v1.Jumpscare_Rush.ImageLabelBig.Visible = true;
		v1.Jumpscare_Rush.ImageLabelBig:TweenSize(UDim2.new(2.5, 0, 2.5, 0), "In", "Sine", 0.3, true);
		local v69 = tick();
		for v70 = 1, 1000 do
			local v71 = math.random(0, 10) / 10;
			v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(v71, v71, math.clamp(math.random(25, 50) / 50, v71, 1));
			v1.Jumpscare_Rush.ImageLabelBig.Position = UDim2.new(0.5 + math.random(-100, 100) / 5000, 0, 0.5 + math.random(-100, 100) / 3000, 0);
			task.wait(0.016666666666666666);
			if v69 + 0.3 <= tick() then
				break;
			end;
		end;
		v1.Jumpscare_Rush.ImageLabelBig.Visible = false;
		v1.Jumpscare_Rush.BackgroundColor3 = Color3.new(0, 0, 0);
		v1.Jumpscare_Rush.Visible = false;
		u2.deathtick = tick();
		return;
	end;
	if p21 == "A-60" then
		u2.deathtick = tick() + 10;
		game.SoundService.Main.Volume = 0;
		script["Jumpscare_A-60"]:Play();
		v1["Jumpscare_A-60"].Visible = true;
		local v64 = tick();
		local v65 = math.random(5, 30) / 10;
		local v66 = v65 + math.random(10, 60) / 10;
		local v67 = 0.25;
		for v68 = 1, 100000 do
			task.wait();
			if v64 + v65 <= tick() then
				v1["Jumpscare_A-60"].ImageLabel.Visible = true;
				v65 = v65 + math.random(7, 44) / 10;
				script["Jumpscare_A-60"].Pitch = 1 + math.random(-100, 100) / 500;
				v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(0, 0, math.random(0, 10) / 255);
				v1["Jumpscare_A-60"].ImageLabel.Position = UDim2.new(0.5, math.random(-2, 2), 0.5, math.random(-2, 2));
				v67 = v67 + 0.05;
				v1["Jumpscare_A-60"].ImageLabel.Size = UDim2.new(v67, 0, v67, 0);
			end;
			if v64 + v66 <= tick() then
				break;
			end;
		end;
		v1["Jumpscare_A-60"].ImageLabel.Visible = true;
		script["Jumpscare_A-60"]:Stop();
		script["Jumpscare_A-60"]:Play();
		v1["Jumpscare_A-60"].ImageLabel.Visible = false;
		v1["Jumpscare_A-60"].ImageLabelBig.Visible = true;
		v1["Jumpscare_A-60"].ImageLabelBig:TweenSize(UDim2.new(2.5, 0, 2.5, 0), "In", "Sine", 0.3, true);
		local v69 = tick();
		for v70 = 1, 1000 do
			local v71 = math.random(0, 10) / 10;
			v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(v71, v71, math.clamp(math.random(25, 50) / 50, v71, 1));
			v1["Jumpscare_A-60"].ImageLabelBig.Position = UDim2.new(0.5 + math.random(-100, 100) / 5000, 0, 0.5 + math.random(-100, 100) / 3000, 0);
			task.wait(0.016666666666666666);
			if v69 + 0.3 <= tick() then
				break;
			end;
		end;
		v1["Jumpscare_A-60"].ImageLabelBig.Visible = false;
		v1["Jumpscare_A-60"].BackgroundColor3 = Color3.new(0, 0, 0);
		v1["Jumpscare_A-60"].Visible = false;
		u2.deathtick = tick();
		return;
	end;
	if p21 == "Ambush" then
		u2.deathtick = tick() + 10;
		game.SoundService.Main.Volume = 0;
		script.Jumpscare_Ambush:Play();
		v1.Jumpscare_Ambush.Visible = true;
		local v72 = tick();
		local v73 = math.random(5, 30) / 100;
		local v74 = v73 + math.random(10, 60) / 100;
		local v75 = 0.2;
		for v76 = 1, 100000 do
			task.wait(0.016666666666666666);
			v1.Jumpscare_Ambush.ImageLabel.Position = UDim2.new(0.5, math.random(-15, 15), 0.5, math.random(-15, 15));
			v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, math.random(4, 10) / 255, math.random(0, 3) / 255);
			if v72 + v73 <= tick() then
				v1.Jumpscare_Ambush.ImageLabel.Visible = true;
				v73 = v73 + math.random(7, 44) / 100;
				script.Jumpscare_Ambush.Pitch = math.random(35, 155) / 100;
				v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, math.random(4, 10) / 255, math.random(0, 3) / 255);
				v1.Jumpscare_Ambush.ImageLabel.Position = UDim2.new(0.5, math.random(-25, 25), 0.5, math.random(-25, 25));
				v75 = v75 + 0.05;
				v1.Jumpscare_Ambush.ImageLabel.Size = UDim2.new(v75, 0, v75, 0);
			end;
			if v72 + v74 <= tick() then
				break;
			end;
		end;
		script.Jumpscare_Ambush2:Play();
		v1.Jumpscare_Ambush.ImageLabel.Visible = true;
		v1.Jumpscare_Ambush.ImageLabel:TweenSize(UDim2.new(9, 0, 9, 0), "In", "Quart", 0.3, true);
		local v77 = tick();
		for v78 = 1, 100 do
			local v79 = math.random(0, 10) / 10;
			v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(v79, math.clamp(math.random(25, 50) / 50, v79, 1), math.clamp(math.random(25, 50) / 150, v79, 1));
			game["Run Service"].RenderStepped:wait();
			if v77 + 0.3 <= tick() then
				break;
			end;
		end;
		script.Jumpscare_Ambush:Stop();
		v1.Jumpscare_Ambush.ImageLabel.Visible = false;
		v1.Jumpscare_Ambush.BackgroundColor3 = Color3.new(0, 0, 0);
		v1.Jumpscare_Ambush.Visible = false;
		u2.deathtick = tick();
		return;
	end;
	if p21 == "Figure" then
		l__TweenService__6:Create(game.SoundService.Main, TweenInfo.new(0.3, Enum.EasingStyle.Quart, Enum.EasingDirection.Out), {
			Volume = 0
		}):Play();
		local l__FigureSetup__80 = workspace:FindFirstChild("FigureSetup", true);
		if workspace:FindFirstChild("FigureSetup", true) then
			local v81 = u2.cam;
			if l__FigureSetup__80 then
				v81 = l__FigureSetup__80.Parent;
			end;
			u2.stopcam = true;
			u2.fovtarget = 80;
			script.Reverse:Play();
			script.Figure_Growl:Play();
			local v82 = game:GetService("ReplicatedStorage"):WaitForChild("JumpscareModels"):WaitForChild("Figure"):Clone();
			if l__FigureSetup__80 then
				l__FigureSetup__80.Parent = game:GetService("ReplicatedStorage");
				v82:SetPrimaryPartCFrame(l__FigureSetup__80.FigureRagdoll.PrimaryPart.CFrame);
			else
				v82:SetPrimaryPartCFrame(u2.cam.CFrame);
			end;
			v82.Parent = u2.cam;
			v82:WaitForChild("AnimationController"):LoadAnimation(v82:WaitForChild("Jumpscare")):Play(0, 1, 1);
			game.Debris:AddItem(v82, 10);
			local l__OriginalCFrame__83 = script:WaitForChild("OriginalCFrame");
			l__OriginalCFrame__83.Value = u2.cam.CFrame;
			l__TweenService__6:Create(l__OriginalCFrame__83, TweenInfo.new(0.6, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {
				Value = v82:WaitForChild("CamSpot").CFrame
			}):Play();
			u2.camShaker:ShakeOnce(20, 12, 0, 0.2);
			u2.camShaker:ShakeOnce(2, 24, 0.1, 0.5, Vector3.new(0, 0, 0), Vector3.new(3, 1, 3));
			u2.camShaker:ShakeOnce(8, 25, 0.7, 1, Vector3.new(0, 0, 0));
			local v84 = tick();
			delay(0.55, function()
				u2.camShaker:ShakeOnce(1, 35, 0.01, 1, Vector3.new(0, 0, 0), Vector3.new(3, 1, 3));
			end);
			for v85 = 1, 1000 do
				game["Run Service"].RenderStepped:wait();
				u2.cam.CFrame = l__OriginalCFrame__83.Value * u2.csgo;
				if v84 + 0.8 <= tick() then
					break;
				end;
			end;
			if l__FigureSetup__80 then
				l__FigureSetup__80.Parent = v81;
			end;
			v82:Destroy();
		end;
		script.Kill:Play();
		v1.FlashFrame.Visible = true;
		for v86 = 1, 8 do
			v1.FlashFrame.BackgroundColor3 = Color3.new(math.random(0, 1), 0, 0);
			wait();
		end;
		v1.FlashFrame.BackgroundColor3 = Color3.new(0, 0, 0);
		u2.cam.CameraType = Enum.CameraType.Scriptable;
		u2.stopcam = false;
		u2.deathtick = tick();
		v1.FlashFrame.Visible = false;
	end;
end);
l__Bricks__1:WaitForChild("Cutscene").OnClientEvent:Connect(function(p22)
	local v87 = script.Cutscenes:FindFirstChild(p22);
	if v87 then
		require(v87)(u2);
	end;
end);
l__Bricks__1:WaitForChild("GetOutOfHiding").OnClientEvent:Connect(function()
	u2.char:SetAttribute("Hiding", true);
	u2.char:SetAttribute("Hiding", false);
end);
u2.char:GetAttributeChangedSignal("Hiding"):Connect(function()
	if u2.char:GetAttribute("Hiding") == true then
		for v88 = 1, 100000 do
			task.wait(0.1);
			if u2.char:GetAttribute("Hiding") == false then
				u2.ax_t = u2.ax_t + u2.camlockedoffset[1] % 360;
				u2.ay_t = math.clamp(u2.ay_t + u2.camlockedoffset[2], -65, 65);
				if math.abs(u2.ax_t) > 180 then
					u2.ax_t = u2.ax_t - 360;
					u2.ax_t = u2.ax_t;
				end;
				if math.abs(u2.ax) > 180 then
					u2.ax = u2.ax - 360;
					u2.ax = u2.ax;
				end;
				u2.camShaker:ShakeOnce(8, 1, 0, 1, Vector3.new(0, 0, 0));
				u2.camlock = nil;
				--game:GetService("ReplicatedStorage").Bricks.CamLock:FireServer();
				v1.HideVignette.Visible = false;
				return;
			end;
		end;
	end;
end);
l__Bricks__1:WaitForChild("CamLock").OnClientEvent:Connect(function(p23)
	local v89, v90, v91 = CFrame.new(Vector3.new(0, 0, 0), p23):ToOrientation();
	if math.abs(u2.ax - math.deg(v90)) > 180 then
		u2.ax_t = u2.ax_t - 360;
		u2.ax = u2.ax_t;
	end;
	u2.camlock = {
		y = math.deg(v89),
		x = math.deg(v90),
		z = 0,
		last = tick() + 1,
		pos = u2.char.PrimaryPart.Position
	};
	u2.camlockHead = false;
	v1.HideVignette.ImageTransparency = 1;
	v1.HideVignette.Visible = true;
	l__TweenService__6:Create(v1.HideVignette, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
		ImageTransparency = 0
	}):Play();
	u2.camShaker:ShakeOnce(12, 1, 0, 1, Vector3.new(0, 0, 0));
end);
l__Bricks__1:WaitForChild("CamLockHead").OnClientEvent:Connect(function(p24)
	local v92, v93, v94 = CFrame.new(Vector3.new(0, 0, 0), p24):ToOrientation();
	if math.abs(u2.ax - math.deg(v93)) > 180 then
		u2.ax_t = u2.ax_t - 360;
	end;
	u2.camlockHead = true;
	u2.camlock = {
		y = math.deg(v92),
		x = math.deg(v93),
		z = 0,
		last = tick() + 1,
		pos = u2.char.PrimaryPart.Position
	};
end);
l__Bricks__1:WaitForChild("CamShake").OnClientEvent:Connect(function(p25, p26, p27, p28, p29, p30)
	u2.camShaker:ShakeOnce(p25, p26, p27, p28, p29, p30);
end);
l__Bricks__1:WaitForChild("ChangeModuleVariable").OnClientEvent:Connect(function(p31, p32)
	u2[p31] = p32;
end);
local u7 = "HideMonster";
l__Bricks__1:WaitForChild("HideMonster").OnClientEvent:Connect(function(...)
	require(script:WaitForChild("Modules"):WaitForChild("HideMonster"))(u2, ...);
end);
u7 = "SpiderJumpscare";
u7 = "SpiderJumpscare";
l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(function(...)
	require(script:WaitForChild("Modules"):WaitForChild(u7))(u2, ...);
end);

l__Bricks__1:WaitForChild("AchievementUnlock").OnClientEvent:Connect(function(...)
	require(script:WaitForChild("Modules"):WaitForChild("AchievementUnlock"))(u2, ...);
end);

l__Bricks__1:WaitForChild("Screech").OnClientEvent:Connect(function(...)
	require(script:WaitForChild("Modules"):WaitForChild("Screech"))(u2, ...);
end);
function shakerel(p33, p34, p35, p36, p37, p38, p39)
	local v99 = nil;
	v99 = 0;
	for v100 = 1, 2 do
		local v101 = 100;
		if v100 == 2 then
			v101 = 30;
		end;
		v99 = v99 + math.abs(math.clamp((u2.cam.CFrame.Position - p33).Magnitude, 0, v101) - v101) / v101;
	end;
	u2.camShaker:ShakeOnce(p34 * v99 * 0.8, p35, p36, p37, p38, p39);
end;
u7 = "CamShakeRelative";
l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(shakerel);
u7 = "LightningStrike";
l__Bricks__1:WaitForChild(u7).OnClientEvent:Connect(v7);


Prompt: --Both

Response:
local Loudness = .75 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also)

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

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

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

handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)
handler:FireServer("newSound","Whine",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true)
handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)
handler:FireServer("playSound","Whistle")
handler:FireServer("playSound","Whine")
car.DriveSeat:WaitForChild("Whistle")
car.DriveSeat:WaitForChild("Whine")
car.DriveSeat:WaitForChild("BOV")
local ticc = tick()
local _TCount = 0
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end

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

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

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

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

	if FE then
		handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV)
		handler:FireServer("updateSound","Whine",script.Whine.SoundId,HP,HV)
		handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV)
	else
		car.DriveSeat.Whistle.Pitch = WP
		car.DriveSeat.Whistle.Volume = WV
		car.DriveSeat.Whine.Pitch = HP
		car.DriveSeat.Whine.Volume = HV
		car.DriveSeat.BOV.Pitch = BP
		car.DriveSeat.BOV.Volume = BV
	end
	if (tick()-ticc) >= 0.1 then
		BOVact2 = math.floor(psi*20)
		ticc = tick()
	end
end


Prompt: -- Fill this with any specific player you want to be able to seek

Response: local playerIDs = {}


Prompt: --tone hz

Response:
elseif sv.Value==4 then
while s.Pitch<0.9 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>0.9 then
	s.Pitch=0.9
end
wait(-9)
end

while true do
for x = 1, 500 do
s:play()
wait(-9)
end
wait()
end


Prompt: -- script

Response:
RunService.RenderStepped:Connect(function()
	local currentTime = tick()
	if humanoid.MoveDirection.Magnitude > 0 then -- we are walking
		local bobbleX = math.cos(currentTime * 7) * .10
		local bobbleY = math.abs(math.sin(currentTime * 7)) * .20

		local bobble = Vector3.new(bobbleX, bobbleY, 0)

		humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, .25)
	else -- we are not walking
		local t = tick()
		local x = math.cos(t * speed) * intensity
		local y = math.sin(t * speed) * intensity

		local cf = CFrame.new(Vector3.new(x, y, 0), Vector3.new(x*0.95, y*0.95, -10)) + camera.CFrame.Position

		camera.CFrame = camera.CFrame:Lerp(cf * camera.CFrame.Rotation, smoothness)
	end
end)


Prompt: -- Children:

Response:
function Replica:ListenToChildAdded(listener) --> [ScriptConnection] listener(replica)
	if type(listener) ~= "function" then
		error("[ReplicaController]: Only a function can be set as listener")
	end
	if Replicas[self.Id] == nil then
		return -- Replica is destroyed - listener will not be connected
	end
	-- Getting listener table for replica class:
	local listeners = ChildListeners[self.Id]
	if listeners == nil then
		listeners = {}
		ChildListeners[self.Id] = listeners
	end
	table.insert(listeners, listener)
	-- ScriptConnection which allows the disconnection of the listener:
	return Madwork.NewArrayScriptConnection(listeners, listener)
end

function Replica:FindFirstChildOfClass(replica_class) --> [Replica] or nil
	for _, child in ipairs(self.Children) do
		if child.Class == replica_class then
			return child
		end
	end
	return nil
end


Prompt:
--[=[
	Extracts the locale from the folder, or a locale and table.

	@param tableName string -- Used for source
	@param first Instance | string
	@param second table?
	@return LocalizationTable
]=]

Response:
function JsonToLocalizationTable.toLocalizationTable(tableName, first, second)
	assert(type(tableName) == "string", "Bad tableName")

	if typeof(first) == "Instance" then
		local result = JsonToLocalizationTable.loadFolder(tableName, first)
		-- result.Name = ("JSONTable_%s"):format(first.Name)
		return result
	elseif type(first) == "string" and type(second) == "table" then
		local result = JsonToLocalizationTable.loadTable(tableName, first, second)
		return result
	else
		error("Bad args")
	end
end


Prompt: --Right lean Divider

Response:
ZR15RightLegRightLeanD = 1
XR15RightLegRightLeanD = 1
YR15RightLegRightLeanD = 1
R15RightKneeRightLeanD = 1

ZR15RightArmRightLeanD = 1
XR15RightArmRightLeanD = 1
YR15RightArmRightLeanD = 1
R15RightElbowRightLeanD = 1

ZR15LeftLegRightLeanD = 1
XR15LeftLegRightLeanD = 1
YR15LeftLegRightLeanD = 1
R15LeftKneeRightLeanD = 1

ZR15LeftArmRightLeanD = 1
XR15LeftArmRightLeanD = 1
YR15LeftArmRightLeanD = 1
R15LeftElbowRightLeanD = 1

ZR15LowerTorsoRightLeanD = 1
XR15LowerTorsoRightLeanD = 1
YR15LowerTorsoRightLeanD = 1
ZR15UpperTorsoRightLeanD = 1


Prompt: --IT WONT GO AWAY!!!!!

Response:
if string.sub(msg,1,5) == "trip/" then
local player = findplayer(string.sub(msg,6),speaker)
if player ~= 0 then
for i = 1,#player do
if player[i].Character ~= nil then
local torso = player[i].Character:FindFirstChild("Torso")
if torso ~= nil then
torso.CFrame = CFrame.new(torso.Position.x,torso.Position.y,torso.Position.z,0, 0, 1, 0, -1, 0, 1, 0, 0)--math.random(),math.random(),math.random(),math.random(),math.random(),math.random(),math.random(),math.random(),math.random()) -- i like the people being upside down better.
end end end end end


Prompt:
--[=[
	@param name string
	@param fn (player: Player, ...: any) -> ...: any
	@param inboundMiddleware ServerMiddleware?
	@param outboundMiddleware ServerMiddleware?
	@return RemoteFunction
	Creates a RemoteFunction and binds the given function to it. Inbound
	and outbound middleware can be applied if desired.

	```lua
	local function GetSomething(player: Player)
		return "Something"
	end

	serverComm:BindFunction("GetSomething", GetSomething)
	```
]=]

Response:
function ServerComm:BindFunction(name: string, fn: Types.FnBind, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?): RemoteFunction
	return Comm.BindFunction(self._instancesFolder, name, fn, inboundMiddleware, outboundMiddleware)
end


Prompt: --> References

Response:
local Gui = script.Parent
local Frame = Gui.Frame


Response:
script.Parent.Treat.Frame.Bandage.MouseButton1Down:connect(function()
	script.Parent.Treat.Frame.BandFrame.Visible  = true
	script.Parent.Treat.Frame.MedFrame.Visible 	 = false
	script.Parent.Treat.Frame.NeedFrame.Visible  = false
	script.Parent.Treat.Frame.OtherFrame.Visible = false
end)

script.Parent.Treat.Frame.Medicine.MouseButton1Down:connect(function()
	script.Parent.Treat.Frame.BandFrame.Visible  = false
	script.Parent.Treat.Frame.MedFrame.Visible 	 = true
	script.Parent.Treat.Frame.NeedFrame.Visible  = false
	script.Parent.Treat.Frame.OtherFrame.Visible = false
end)

script.Parent.Treat.Frame.Needle.MouseButton1Down:connect(function()
	script.Parent.Treat.Frame.BandFrame.Visible  = false
	script.Parent.Treat.Frame.MedFrame.Visible 	 = false
	script.Parent.Treat.Frame.NeedFrame.Visible  = true
	script.Parent.Treat.Frame.OtherFrame.Visible = false
end)

script.Parent.Treat.Frame.Other.MouseButton1Down:connect(function()
	script.Parent.Treat.Frame.BandFrame.Visible  = false
	script.Parent.Treat.Frame.MedFrame.Visible 	 = false
	script.Parent.Treat.Frame.NeedFrame.Visible  = false
	script.Parent.Treat.Frame.OtherFrame.Visible = true
end)


Prompt: --Don't worry about the rest of the code, except for line 25.

Response:
game.Players.PlayerAdded:connect(function(player)
local leader = Instance.new("Folder",player)
leader.Name = "Skins"
local Cash = Instance.new("StringValue",leader)
Cash.Name = stat
Cash.Value = ds:GetAsync(player.UserId) or startamount
ds:SetAsync(player.UserId, Cash.Value)
Cash.Changed:connect(function()
ds:SetAsync(player.UserId, Cash.Value)
end)
end)

game.Players.PlayerRemoving:connect(function(player)
	wait(.1)
	ds:SetAsync(player.UserId, player.Skins.Equipped.Value) --Change "Points" to the name of your leaderstat.
end)


Prompt: --------RIGHT DOOR --------

Response:
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)

game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "12"


Response:
UserInputService.InputBegan:connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.S then
		CurrentPath = nil
		MouseHolding = false
		if PathingThread then coroutine.yield(PathingThread) end

		LocalCharacter:WaitForChild('Humanoid'):MoveTo(LocalCharacter.HumanoidRootPart.Position)
	end
end)

LocalMouse.Button2Down:connect(function()
	MouseHolding = true

	repeat --wait(0.05)
		if PathingThread then coroutine.yield(PathingThread) end

		PathingThread = coroutine.resume(coroutine.create(function()
			CreatePath()
		end))

		print(1)
		wait(0.05)
	until MouseHolding == false or CurrentPath == nil
end)

LocalMouse.Button2Up:connect(function()
  MouseHolding = false
end)


Prompt: --I advise to keep true if this tool has a "FlyScript" created after 20/7/2011 ( see child of this script)

Response: local Vert_keep = true-- set to false if U DONT want the tool to Go only Up if u press/hold the U/J key


Prompt: --// Ammo Settings

Response:
	Ammo = 0;
	StoredAmmo = 0;
	MagCount = 0; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = math.huge;


Prompt: -- Initialize the tool

Response:
local MoveTool = {
	Name = 'Move Tool';
	Color = BrickColor.new 'Deep orange';

	-- Default options
	Increment = 1;
	Axes = 'Global';

	-- Selection state
	InitialState = nil;
	InitialFocusCFrame = nil;
	InitialExtentsSize = nil;
	InitialExtentsCFrame = nil;

	-- Snapping state
	SnappedPoint = nil;
	PointSnapped = Signal.new();

	-- Resource maid
	Maid = Maid.new();

	-- Signals
	DragChanged = Signal.new();
	AxesChanged = Signal.new();
}

MoveTool.ManualText = [[Move Tool  🛠
Allows you to move parts.

Axes
This option lets you choose in which direction to move each part.

 •  GLOBAL — Relative to the world
 •  LOCAL — Relative to each individual part
 •  LAST — Relative to the last part clicked

TIP: Click on any part to focus the handles on it.

TIP: Hit the Enter key to switch between Axes modes quickly.

Increment
Lets you choose how many studs to move parts by.

TIP: Hit the – key to quickly type increments.

TIP: Use your number pad to move exactly by the current increment. Holding Shift reverses the increment.

   •  8 & 2 — up & down
   •  1 & 9 — back & forth
   •  4 & 6 — left & right

Snapping
You can place parts perfectly together by holding the R key, and dragging parts by their snap points.

Alignment
Press T while dragging to align the bottom surface of your base part to the current target surface.
]]


Prompt:
--Runtime Loop
-- ~60 c/s

Response:
game["Run Service"].Stepped:connect(function()
	--Steering
	Steering()

	--Power
	Engine()

	--Update External Values
	_IsOn = script.Parent.IsOn.Value
	_InControls = script.Parent.ControlsOpen.Value
	script.Parent.Values.Gear.Value = _CGear
	script.Parent.Values.RPM.Value = _RPM
	script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi
	script.Parent.Values.Horsepower.Value = _HP
	script.Parent.Values.HpNatural.Value = _NH
	script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2)
	script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
	script.Parent.Values.TqNatural.Value = _NT
	script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2)
	script.Parent.Values.TransmissionMode.Value = _TMode
	script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift
	script.Parent.Values.Brake.Value = _GBrake
	script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
	script.Parent.Values.SteerT.Value = _GSteerT
	script.Parent.Values.PBrake.Value = _PBrake
	script.Parent.Values.TCS.Value = _TCS
	script.Parent.Values.TCSActive.Value = _TCSActive
	script.Parent.Values.TCSAmt.Value = 1-_TCSAmt
	script.Parent.Values.ABS.Value = _ABS
	script.Parent.Values.ABSActive.Value = _ABSActive
	script.Parent.Values.MouseSteerOn.Value = _MSteer
	script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
end)


Prompt: --// Init

Response:
return service.NewProxy({
	__call = function(tab, data)
		local mutex = service.RunService:FindFirstChild("__Adonis_MODULE_MUTEX")
		if mutex then
			warn("\n-----------------------------------------------"
				.."\nAdonis server-side is already running! Aborting..."
				.."\n-----------------------------------------------")
			script:Destroy()
			return "FAILED"
		else
			mutex = service.New("StringValue", {Name = "__Adonis_MODULE_MUTEX", Value = "Running"})
			local mutexBackup = mutex:Clone()
			local function makePersistent(m)
				local connection1, connection2 = nil, nil
				connection1 = m:GetPropertyChangedSignal("Parent"):Connect(function()
					if not m or m.Parent ~= service.RunService then
						connection1:Disconnect()
						connection2:Disconnect()
						warn("Adonis module mutex removed; Regenerating...")
						makePersistent(mutexBackup)
						mutexBackup.Parent = service.RunService
						mutexBackup = mutexBackup:Clone()
					end
				end)
				connection2 = m:GetPropertyChangedSignal("Name"):Connect(function()
					if m and m.Name ~= "__Adonis_MODULE_MUTEX" then
						warn("Adonis module mutex renamed; Refreshing...")
						m.Name = "__Adonis_MODULE_MUTEX"
					end
				end)
			end
			makePersistent(mutex)
			mutex.Parent = service.RunService
		end

		--// Begin Script Loading
		setfenv(1, setmetatable({}, {__metatable = unique}))
		data = service.Wrap(data or {})

		if not data or not data.Loader then
			warn("WARNING: MainModule loaded without using the loader;")
		end

		--// Server Variables
		local setTab = require(server.Deps.DefaultSettings)
		server.Defaults = setTab
		server.Settings = data.Settings or setTab.Settings or {}
		-- For some reason line 540 errors because CloneTable is nil
		local function CloneTable(tab, recursive)
			local clone = table.clone(tab)

			if recursive then
				for i,v in pairs(clone) do
					if type(v) == "table" then
						clone[i] = CloneTable(v, recursive)
					end
				end
			end

			return clone
		end
		server.OriginalSettings = CloneTable(server.Settings, true)
		server.Descriptions = data.Descriptions or setTab.Descriptions or {}
		server.Messages = data.Messages or setTab.Settings.Messages or {}
		server.Order = data.Order or setTab.Order or {}
		server.Data = data or {}
		server.Model = data.Model or service.New("Model")
		server.ModelParent = data.ModelParent or service.ServerScriptService;
		server.Dropper = data.Dropper or service.New("Script")
		server.Loader = data.Loader or service.New("Script")
		server.Runner = data.Runner or service.New("Script")
		server.LoadModule = LoadModule
		server.LoadPackage = LoadPackage
		server.ServiceSpecific = ServiceSpecific

		server.Shared = Folder.Shared
		server.ServerPlugins = data.ServerPlugins
		server.ClientPlugins = data.ClientPlugins
		server.Client = Folder.Parent.Client

		locals.Settings = server.Settings
		locals.CodeName = server.CodeName

		--// THIS NEEDS TO BE DONE **BEFORE** ANY EVENTS ARE CONNECTED
		if server.Settings.HideScript and data.Model then
			data.Model.Parent = nil
			script:Destroy()
		end

		--// Copy client themes, plugins, and shared modules to the client folder
		local packagesToRunWithPlugins = {};
		local shared = service.New("Folder", {
			Name = "Shared";
			Parent = server.Client;
		})

		for index, module in ipairs(Folder.Shared:GetChildren()) do
			module:Clone().Parent = shared;
		end

		for index,plugin in pairs(data.ClientPlugins or {}) do
			plugin:Clone().Parent = server.Client.Plugins;
		end

		for index,theme in pairs(data.Themes or {}) do
			theme:Clone().Parent = server.Client.UI;
		end

		for index,pkg in pairs(data.Packages or {}) do
			LoadPackage(pkg, Folder.Parent, false);
		end

		for setting,value in pairs(server.Defaults.Settings) do
			if server.Settings[setting] == nil then
				server.Settings[setting] = value
			end
		end

		for desc,value in pairs(server.Defaults.Descriptions) do
			if server.Descriptions[desc] == nil then
				server.Descriptions[desc] = value
			end
		end

		--// Bind cleanup
		service.DataModel:BindToClose(CleanUp)
		--server.CleanUp = CleanUp;

		--// Require some dependencies
		server.Threading = require(server.Deps.ThreadHandler)
		server.Changelog = require(server.Shared.Changelog)
		server.Credits = require(server.Shared.Credits)
		do
			local MaterialIcons = require(server.Shared.MatIcons)
			server.MatIcons = setmetatable({}, {
				__index = function(self, ind)
					local materialIcon = MaterialIcons[ind]
					if materialIcon then
						self[ind] = string.format("rbxassetid://%d", materialIcon)
						return self[ind]
					end
				end,
				__metatable = "Adonis"
			})
		end

		--// Load services
		for ind, serv in ipairs(ServicesWeUse) do local temp = service[serv] end

		--// Load core modules
		for ind,load in ipairs(LoadingOrder) do
			local CoreModule = Folder.Core:FindFirstChild(load)
			if CoreModule then
				LoadModule(CoreModule, true, nil, nil, true) --noenv, CoreModule
			end
		end

		--// Server Specific Service Functions
		ServiceSpecific.GetPlayers = server.Functions.GetPlayers

		--// Initialize Cores
		local runLast = {}
		local runAfterInit = {}
		local runAfterPlugins = {}

		for i,name in ipairs(LoadingOrder) do
			local core = server[name]

			if core then
				if type(core) == "table" or (type(core) == "userdata" and getmetatable(core) == "ReadOnly_Table") then
					if core.RunLast then
						table.insert(runLast, core.RunLast);
						core.RunLast = nil;
					end

					if core.RunAfterInit then
						table.insert(runAfterInit, core.RunAfterInit);
						core.RunAfterInit = nil;
					end

					if core.RunAfterPlugins then
						table.insert(runAfterPlugins, core.RunAfterPlugins);
						core.RunAfterPlugins = nil;
					end

					if core.Init then
						core.Init(data);
						core.Init = nil;
					end
				end
			end
		end

		--// Variables that rely on core modules being initialized
		server.Logs.Errors = ErrorLogs

		--// Load any afterinit functions from modules (init steps that require other modules to have finished loading)
		for i,f in pairs(runAfterInit) do
			f(data);
		end

		--// Load Plugins
		for index,plugin in ipairs(server.PluginsFolder:GetChildren()) do
			LoadModule(plugin, false, {script = plugin}, true); --noenv
		end

		for index,plugin in pairs(data.ServerPlugins or {}) do
			LoadModule(plugin, false, {script = plugin});
		end

		--// We need to do some stuff *after* plugins are loaded (in case we need to be able to account for stuff they may have changed before doing something, such as determining the max length of remote commands)
		for i,f in pairs(runAfterPlugins) do
			f(data);
		end

		--// Below can be used to determine when all modules and plugins have finished loading; service.Events.AllModulesLoaded:Connect(function() doSomething end)
		server.AllModulesLoaded = true;
		service.Events.AllModulesLoaded:Fire(os.time());

		--// Queue handler
		--service.StartLoop("QueueHandler","Heartbeat",service.ProcessQueue)

		--// Stuff to run after absolutely everything else has had a chance to run and initialize and all that
		for i,f in pairs(runLast) do
			f(data);
		end

		if data.Loader then
			warn("Loading Complete; Required by "..tostring(data.Loader:GetFullName()))
		else
			warn("Loading Complete; No loader location provided")
		end

		if server.Logs then
			server.Logs.AddLog(server.Logs.Script, {
				Text = "Finished Loading";
				Desc = "Adonis finished loading";
			})
		else
			warn("SERVER.LOGS TABLE IS MISSING. THIS SHOULDN'T HAPPEN! SOMETHING WENT WRONG WHILE LOADING CORE MODULES(?)");
		end
		service.Events.ServerInitialized:Fire();

		return "SUCCESS"
	end;
	__tostring = function()
		return "Adonis"
	end;
	__metatable = "Adonis";
})


Response:
function onClicked()
R.Function1.Disabled = false
R.loop.Disabled = true
R.BrickColor = BrickColor.new("CGA brown")
R.Function2.Disabled = true

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


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

	@param value The value to check against

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

Response: t.ColorSequenceKeypoint = primitive("ColorSequenceKeypoint")


Prompt: -- declarations

Response:
local Figure = script.Parent
local Head = Figure:WaitForChild("Head")
local Humanoid;
for _,Child in pairs(Figure:GetChildren())do
if Child and Child.ClassName=="Humanoid"then
Humanoid=Child;
end;
end;
local regening = false


Prompt: --Light off

Response:
	src.left.Value.Value = 0
	light.Value = false
	else
	src.left.Value.Value = 1
	light.Value = true
	return
	end
end
end)
src.Parent.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" then
		src:Stop()
		script.Parent:Destroy()
	end
end)


Prompt: -- Libraries

Response:
Security = require(Tool.Core.Security);
RegionModule = require(Tool.Libraries.Region);
Support = require(Tool.Libraries.SupportLibrary);
Serialization = require(Tool.Libraries.SerializationV3);


Prompt: --local HighLight = char:WaitForChild("PLayerHighLight")

Response:
function deathCheck(health)
	if health <= 0 and dead == false then
		dead = true
		char.HumanoidRootPart.Anchored = true
		deathAnim:Play()
		wait(2.5)
		hum.BreakJointsOnDeath = true
		wait(0.5)
		char.HumanoidRootPart.Anchored = false

		script:Destroy()
	end
end

hum.HealthChanged:Connect(deathCheck)


Prompt: -- MUSIC/SOUNDS

Response:
if Configuration.PrintingEnabled == false then

else
	print("DOORS 👁 Sound Pack: Installing Musics/Ambiences Sounds...")
end

if Configuration.SoundsInSoundService == true then
	Folder = game.SoundService
end

if Configuration.MusicLobbyEnabled == false then
	Folder.Music.Lobby:Destroy()
end

if Configuration.GuidingLightMusicEnabled == false then
	Folder.Music["Guiding Light"]:Destroy()
end

if Configuration.EndingMusicEnabled == false then
	Folder.Music.Ending:Destroy()
end

if Configuration.ElevatorJamMusicEnabled == false then
	Folder.Music["Elevator Jam"]:Destroy()
end

if Configuration.UnhingedMusicEnabled == false then
	Folder.Music.Unhinged:Destroy()
end

if Configuration.AmbienceSoundEnabled == false then
	Folder.Ambience.Ambience:Destroy()
end


Prompt: --[[Chassis Assembly]]

Response:
		--Create Steering Axle
		local arm=Instance.new("Part",v)
		arm.Name="Arm"
		arm.Anchored=true
		arm.CanCollide=false
		arm.FormFactor=Enum.FormFactor.Custom
		arm.Size=Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize)
		arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0)
		arm.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100)
		arm.TopSurface=Enum.SurfaceType.Smooth
		arm.BottomSurface=Enum.SurfaceType.Smooth
		arm.Transparency=1

		--Create Wheel Spindle
		local base=arm:Clone()
		base.Parent=v
		base.Name="Base"
		base.CFrame=base.CFrame*CFrame.new(0,_Tune.AxleSize,0)
		base.BottomSurface=Enum.SurfaceType.Hinge

		--Create Steering Anchor
		local axle=arm:Clone()
		axle.Parent=v
		axle.Name="Axle"
		axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)
		axle.BackSurface=Enum.SurfaceType.Hinge

		--Create Powered Axle (LuaInt)
		local axlep=arm:Clone()
		axlep.Parent=v
		axlep.Name='AxleP'
		axlep.CFrame=v.CFrame
		MakeWeld(axlep,axle)

		if v.Name=="F" or v.Name=="R" then
			local axle2=arm:Clone()
			axle2.Parent=v
			axle2.Name="Axle"
			axle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)
			axle2.BackSurface=Enum.SurfaceType.Hinge
			MakeWeld(arm,axle2)
		end

		--Create Suspension
		if _Tune.SusEnabled then
			local sa=arm:Clone()
			sa.Parent=v
			sa.Name="#SA"
			if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then
				local aOff = _Tune.FAnchorOffset
				sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-fDistX,-fDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0)
			else
				local aOff = _Tune.RAnchorOffset
				sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-rDistX,-rDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0)
			end

			local sb=sa:Clone()
			sb.Parent=v
			sb.Name="#SB"
			sb.CFrame=sa.CFrame*CFrame.new(0,0,_Tune.AxleSize)

			sb.FrontSurface=Enum.SurfaceType.Hinge

			local g = Instance.new("BodyGyro",sb)
			g.Name = "Stabilizer"
			g.MaxTorque = Vector3.new(0,0,1)
			g.P = 0

			local sf1 = Instance.new("Attachment",sa)
			sf1.Name = "SAtt"

			local sf2 = sf1:Clone()
			sf2.Parent = sb

			--(Avxnturador) adds spring offset
			if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then
				local aOff = _Tune.FSpringOffset
				if v.Name == "FL" then
					sf1.Position = Vector3.new(fDistX-fSLX+aOff[1],-fDistY+fSLY+aOff[2],_Tune.AxleSize/2+aOff[3])
					sf2.Position = Vector3.new(fDistX+aOff[1],-fDistY+aOff[2],-_Tune.AxleSize/2+aOff[3])
				else
					sf1.Position = Vector3.new(fDistX-fSLX+aOff[1],-fDistY+fSLY+aOff[2],_Tune.AxleSize/2-aOff[3])
					sf2.Position = Vector3.new(fDistX+aOff[1],-fDistY+aOff[2],-_Tune.AxleSize/2-aOff[3])
				end
			elseif v.Name == "RL" or v.Name=="RR" or v.Name == "R" then
				local aOff = _Tune.RSpringOffset
				if v.Name == "RL" then
					sf1.Position = Vector3.new(rDistX-rSLX+aOff[1],-rDistY+rSLY+aOff[2],_Tune.AxleSize/2+aOff[3])
					sf2.Position = Vector3.new(rDistX+aOff[1],-rDistY+aOff[2],-_Tune.AxleSize/2+aOff[3])
				else
					sf1.Position = Vector3.new(rDistX-rSLX+aOff[1],-rDistY+rSLY+aOff[2],_Tune.AxleSize/2-aOff[3])
					sf2.Position = Vector3.new(rDistX+aOff[1],-rDistY+aOff[2],-_Tune.AxleSize/2-aOff[3])
				end
			end

			sb:MakeJoints()
			--(LuaInt) there was axle:makejoints here I believe, but the new powered axle manually welds itself so I ditched it

			local sp = Instance.new("SpringConstraint",v)
			sp.Name = "Spring"
			sp.Attachment0 = sf1
			sp.Attachment1 = sf2
			sp.LimitsEnabled = true

			sp.Visible=_Tune.SusVisible
			sp.Radius=_Tune.SusRadius
			sp.Thickness=_Tune.SusThickness
			sp.Color=BrickColor.new(_Tune.SusColor)
			sp.Coils=_Tune.SusCoilCount

			if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then
				g.D = _Tune.FAntiRoll
				sp.Damping = _Tune.FSusDamping
				sp.Stiffness = _Tune.FSusStiffness
				sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress
				sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim
				sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim
			else
				g.D = _Tune.RAntiRoll
				sp.Damping = _Tune.RSusDamping
				sp.Stiffness = _Tune.RSusStiffness
				sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress
				sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim
				sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim
			end

			MakeWeld(car.DriveSeat,sa)
			MakeWeld(sb,base)
		else
			MakeWeld(car.DriveSeat,base)
		end

		--Lock Rear Steering Axle
		if _Tune.FWSteer=='Static' or _Tune.FWSteer=='Speed' or _Tune.FWSteer=='Both' then
		else
			if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then
				MakeWeld(base,axle)
			end
		end

		--Weld Assembly
		if v.Parent.Name == "RL" or v.Parent.Name == "RR" or v.Name=="R" then
			MakeWeld(car.DriveSeat,arm)
		end

		MakeWeld(arm,axle)

		arm:MakeJoints()

		--Weld Miscelaneous Parts
		if v:FindFirstChild("SuspensionFixed")~=nil then
			ModelWeld(v.SuspensionFixed,car.DriveSeat)
		end
		if v:FindFirstChild("WheelFixed")~=nil then
			ModelWeld(v.WheelFixed,axle)
		end
		if v:FindFirstChild("Fixed")~=nil then
			ModelWeld(v.Fixed,arm)
		end

		--Weld Wheel Parts
		if v:FindFirstChild("Parts")~=nil then
			ModelWeld(v.Parts,v)
		end

		--Add Steering Gyro
		if v:FindFirstChild("Steer") then
			v:FindFirstChild("Steer"):Destroy()
		end

		if v.Name=='FR' or v.Name=='FL' or v.Name=='F' then
			local steer=Instance.new("BodyGyro",arm)
			steer.Name="Steer"
			steer.P=_Tune.SteerP
			steer.D=_Tune.SteerD
			steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)
			steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0)
		else
			if (_Tune.FWSteer=='Static' or _Tune.FWSteer=='Speed' or _Tune.FWSteer=='Both') then
				local steer=Instance.new("BodyGyro",arm)
				steer.Name="Steer"
				if _Tune.RSteerP~=nil and _Tune.RSteerD~=nil and _Tune.RSteerMaxTorque~=nil then
					steer.P=_Tune.RSteerP
					steer.D=_Tune.RSteerD
					steer.MaxTorque=Vector3.new(0,_Tune.RSteerMaxTorque,0)
				else
					steer.P=_Tune.SteerP
					steer.D=_Tune.SteerD
					steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)
				end
				steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0)
			end
		end

		--Add Stabilization Gyro
		local gyro=Instance.new("BodyGyro",v)
		gyro.Name="Stabilizer"
		gyro.MaxTorque=Vector3.new(1,0,1)
		gyro.P=0
		if v.Name=="FL" or v.Name=="FR"  or v.Name=="F" then
			gyro.D=_Tune.FGyroDamp
		else
			gyro.D=_Tune.RGyroDamp
		end

		--Add Motors (LuaInt)
		local AV=Instance.new("HingeConstraint",v)
		AV.ActuatorType='Motor'
		AV.Attachment0=Instance.new("Attachment",v.AxleP)
		v.AxleP.Attachment.Name='AA'
		AV.Attachment1=Instance.new("Attachment",v)
		v.Attachment.Name='AB'
		AV.Name="#AV"
		AV.AngularVelocity=0
		AV.MotorMaxTorque=0

		local BV=Instance.new("HingeConstraint",v)
		BV.ActuatorType='Motor'
		BV.Attachment0=Instance.new("Attachment",v.AxleP)
		v.AxleP.Attachment.Name='BA'
		BV.Attachment1=Instance.new("Attachment",v)
		v.Attachment.Name='BB'
		BV.Name="#BV"
		BV.AngularVelocity=0
		BV.MotorMaxTorque=_Tune.PBrakeForce

		for _,c in pairs(v:GetDescendants()) do
			if c.ClassName=='Attachment' and c.Name~='SAtt' then
				if c.Parent.Name=='FL' or c.Parent.Name=='RL' or c.Parent.Parent.Name=='FL' or c.Parent.Parent.Name=='RL' then c.Orientation=Vector3.new(0,0,90) end
				if c.Parent.Name=='F' or c.Parent.Name=='R' or c.Parent.Parent.Name=='F' or c.Parent.Parent.Name=='R'
				or c.Parent.Name=='FR' or c.Parent.Name=='RR' or c.Parent.Parent.Name=='FR' or c.Parent.Parent.Name=='RR' then c.Orientation=Vector3.new(180,0,90) end
			end
		end
	end


Prompt: --------SETTINGS--------

Response:
local ITEM_NAME = "Pistol"
local ITEM_PRICE = 10
local CURRENCY_NAME = "Cash"


Prompt: --Check if new player is admin

Response:
	for v,numberObject in pairs(Administrators:GetChildren()) do
		if numberObject.Value == player.userId then
wait()


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

Response:
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
local l__StarterPlayer__2 = v1.StarterPlayer;
local l__CollectionService__3 = v1.CollectionService;
local l__Hoverboards__1 = v1.Directory.Hoverboards;
local u2 = nil;
function Create(p1)
	local l____HOVERBOARD__4 = v1.PlayerModule.Get("Character", p1):FindFirstChild("__HOVERBOARD");
	if l____HOVERBOARD__4 then
		l____HOVERBOARD__4:Destroy();
	end;
	local v5 = v1.StatService.Get(p1);
	if v5 then
		if not v5.Hoverboard then
			return;
		end;
	else
		return;
	end;
	local v6 = l__Hoverboards__1[v5.Hoverboard];
	if not v6 then
		return;
	end;
	local v7 = v1.PlayerModule.Get("Humanoid");
	local v8 = v1.PlayerModule.Get("RootPart");
	if v7 then
		if v8 then
			u2 = v7.HipHeight;
			v8.CFrame = v8.CFrame + Vector3.new(0, v7.HipHeight - v6.HipHeight, 0);
			v7.HipHeight = v6.HipHeight;
			v7.AutoJumpEnabled = false;
		end;
	end;
end;
local l__LocalPlayer__3 = v1.LocalPlayer;
function Remove(p2)
	local v9 = v1.PlayerModule.Get("Humanoid");
	local v10 = v1.PlayerModule.Get("RootPart");
	if v9 then
		if v10 then
			if p2 == l__LocalPlayer__3 then
				v10.Velocity = Vector3.new();
			end;
			if u2 then
				v9.HipHeight = u2;
				u2 = nil;
			end;
			v9.AutoJumpEnabled = true;
		end;
	end;
end;
function UpdatePlayer(p3, p4)
	local v11 = v1.PlayerModule.Get("Character", p3);
	if p4 then
		if not v11:FindFirstChild("__HOVERBOARD") then
			return Create(p3);
		end;
	end;
	if not p4 then
		if v11:FindFirstChild("__HOVERBOARD") then
			Remove(p3);
		end;
	end;
end;
function Toggle()
	v1.Variables.UsingHoverboard = not v1.Variables.UsingHoverboard;
	if not v1.Variables.UsingHoverboard then
		Remove(l__LocalPlayer__3);
	else
		Create(l__LocalPlayer__3);
	end;
	v1.Network.Fire("Update Hoverboard State", v1.Variables.UsingHoverboard);
end;
l__CollectionService__3:GetInstanceAddedSignal("UsingHoverboard"):Connect(function(p5)
	UpdatePlayer(p5, true);
end);
l__CollectionService__3:GetInstanceRemovedSignal("UsingHoverboard"):Connect(function(p6)
	UpdatePlayer(p6, false);
end);
task.defer(function()
	while v1.Variables.LoadingWorld do
		v1.Heartbeat();
	end;
	for v12, v13 in ipairs((l__CollectionService__3:GetTagged("UsingHoverboard"))) do
		coroutine.wrap(UpdatePlayer)(v13, true);
	end;
end);
v1.Signal.Fired("Stat Changed"):Connect(function(p7)

end);
v1.Signal.Fired("Changed Platform"):Connect(function()

end);
v1.Signal.Fired("World Changed"):Connect(function()
	if v1.Variables.UsingHoverboard then
		Toggle();
	end;
end);


Response:
local GJK = require(script:WaitForChild("GJK"))
local Supports = require(script:WaitForChild("Supports"))
local Vertices = require(script:WaitForChild("Vertices"))


Prompt:
--[[
	Higher order component that lets the wrapped component consume the EmoteContext.
]]

Response:
local function withEmoteContext(component)
	return function(props)
		if props.emoteContext then
			warn("Child component has a prop named `emoteContext` and will be overriden by EmoteContext.")
		end

		return Roact.createElement(Context.Consumer, {
			render = function(emoteContext)
				local mergedProps = Cryo.Dictionary.join({ emoteContext = emoteContext }, props)

				return Roact.createElement(component, mergedProps)
			end,
		})
	end
end

local EmoteContext = {
	Consumer = Context.Consumer,
	Provider = withConfiguration(EmoteContextProvider),
	withEmoteContext = withEmoteContext,
}

return EmoteContext


Prompt: -- declarations

Response:
local sGettingUp = newSound("rbxasset://sounds/action_get_up.mp3")
local sDied = newSound("rbxasset://sounds/uuhhh.mp3")
local sFreeFalling = newSound("rbxasset://sounds/action_falling.mp3")
local sJumping = newSound("rbxasset://sounds/action_jump.mp3")
local sLanding = newSound("rbxasset://sounds/action_jump_land.mp3")
local sSplash = newSound("rbxasset://sounds/impact_water.mp3")
local sRunning = newSound("rbxasset://sounds/action_footsteps_plastic.mp3")
sRunning.Looped = true
local sSwimming = newSound("rbxasset://sounds/action_swim.mp3")
sSwimming.Looped = true
local sClimbing = newSound("rbxasset://sounds/action_footsteps_plastic.mp3")
sClimbing.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")

local prevState = "None"


Prompt: --[[Wheel Configuration]]

Response:
	--Store Reference Orientation Function
	function getParts(model,t,a)
		for i,v in pairs(model:GetChildren()) do
			if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)})
			elseif v:IsA("Model") then getParts(v,t,a)
			end
		end
	end

	--PGS/Legacy
	local fDensity = _Tune.FWheelDensity
	local rDensity = _Tune.RWheelDensity
	if not PGS_ON then
		fDensity = _Tune.FWLgcyDensity
		rDensity = _Tune.RWLgcyDensity
	end

	for _,v in pairs(Drive) do
		--Apply Wheel Density
		if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					fDensity,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
			end
		else
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					rDensity,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
			end
		end

		--Resurface Wheels
		for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do
			v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines
		end

		--Store Axle-Anchored/Suspension-Anchored Part Orientation
		local WParts = {}

		local tPos = v.Position-car.DriveSeat.Position
		if v.Name=="FL" or v.Name=="RL" then
			v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90))
		else
			v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90))
		end
		v.CFrame = v.CFrame+tPos

		if v:FindFirstChild("Parts")~=nil then
			getParts(v.Parts,WParts,v)
		end
		if v:FindFirstChild("Fixed")~=nil then
			getParts(v.Fixed,WParts,v)
		end

		--Align Wheels
		if v.Name=="FL" or v.Name=="FR" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0)
			if v.Name=="FL" then
				v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.FToe))
			else
				v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.FToe))
			end
		elseif v.Name=="RL" or v.Name=="RR" then
			v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0)
			if v.Name=="RL" then
				v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.RToe))
			else
				v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.RToe))
			end
		end

		--Re-orient Axle-Anchored/Suspension-Anchored Parts
		for _,a in pairs(WParts) do
			a[1].CFrame=v.CFrame:toWorldSpace(a[2])
		end


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

	@param value The value to check against

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

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


Prompt:
-- Choose current Touch control module based on settings (user, dev)
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable

Response:
function ControlModule:SelectTouchModule(): ({}?, boolean)
	if not UserInputService.TouchEnabled then
		return nil, false
	end
	local touchModule
	local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode
	if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then
		touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode]
	elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
		return nil, true
	else
		touchModule = movementEnumToModuleMap[DevMovementMode]
	end
	return touchModule, true
end

local function calculateRawMoveVector(humanoid: Humanoid, cameraRelativeMoveVector: Vector3): Vector3
	local camera = Workspace.CurrentCamera
	if not camera then
		return cameraRelativeMoveVector
	end

	if humanoid:GetState() == Enum.HumanoidStateType.Swimming then
		return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector)
	end

	local cameraCFrame = camera.CFrame

	if VRService.VREnabled and humanoid.RootPart then
		-- movement relative to VR frustum
		local cameraDelta = humanoid.RootPart.CFrame.Position - cameraCFrame.Position
		if cameraDelta.Magnitude < 3 then -- "nearly" first person
			local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)
			cameraCFrame = cameraCFrame * vrFrame
		end
	end

	local c, s
	local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = cameraCFrame:GetComponents()
	if R12 < 1 and R12 > -1 then
		-- X and Z components from back vector.
		c = R22
		s = R02
	else
		-- In this case the camera is looking straight up or straight down.
		-- Use X components from right and up vectors.
		c = R00
		s = -R01*math.sign(R12)
	end
	local norm = math.sqrt(c*c + s*s)
	return Vector3.new(
		(c*cameraRelativeMoveVector.X + s*cameraRelativeMoveVector.Z)/norm,
		0,
		(c*cameraRelativeMoveVector.Z - s*cameraRelativeMoveVector.X)/norm
	)
end

function ControlModule:OnRenderStepped(dt)
	if self.activeController and self.activeController.enabled and self.humanoid then
		-- Give the controller a chance to adjust its state
		self.activeController:OnRenderStepped(dt)

		-- Now retrieve info from the controller
		local moveVector = self.activeController:GetMoveVector()
		local cameraRelative = self.activeController:IsMoveVectorCameraRelative()

		local clickToMoveController = self:GetClickToMoveController()
		if self.activeController ~= clickToMoveController then
			if moveVector.magnitude > 0 then
				-- Clean up any developer started MoveTo path
				clickToMoveController:CleanupPath()
			else
				-- Get move vector for developer started MoveTo
				clickToMoveController:OnRenderStepped(dt)
				moveVector = clickToMoveController:GetMoveVector()
				cameraRelative = clickToMoveController:IsMoveVectorCameraRelative()
			end
		end

		-- Are we driving a vehicle ?
		local vehicleConsumedInput = false
		if self.vehicleController then
			moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad)
		end

		-- If not, move the player
		-- Verification of vehicleConsumedInput is commented out to preserve legacy behavior,
		-- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat
		--if not vehicleConsumedInput then
			if cameraRelative then
				moveVector = calculateRawMoveVector(self.humanoid, moveVector)
			end
			self.moveFunction(Players.LocalPlayer, moveVector, false)
		--end

		-- And make them jump if needed
		self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping())
	end
end

function ControlModule:OnHumanoidSeated(active: boolean, currentSeatPart: BasePart)
	if active then
		if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then
			if not self.vehicleController then
				self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY)
			end
			self.vehicleController:Enable(true, currentSeatPart)
		end
	else
		if self.vehicleController then
			self.vehicleController:Enable(false, currentSeatPart)
		end
	end
end

function ControlModule:OnCharacterAdded(char)
	self.humanoid = char:FindFirstChildOfClass("Humanoid")
	while not self.humanoid do
		char.ChildAdded:wait()
		self.humanoid = char:FindFirstChildOfClass("Humanoid")
	end

	self:UpdateTouchGuiVisibility()

	if self.humanoidSeatedConn then
		self.humanoidSeatedConn:Disconnect()
		self.humanoidSeatedConn = nil
	end
	self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart)
		self:OnHumanoidSeated(active, currentSeatPart)
	end)
end

function ControlModule:OnCharacterRemoving(char)
	self.humanoid = nil

	self:UpdateTouchGuiVisibility()
end

function ControlModule:UpdateTouchGuiVisibility()
	if self.touchGui then
		local doShow = self.humanoid and GuiService.TouchControlsEnabled
		self.touchGui.Enabled = not not doShow -- convert to bool
	end
end


Prompt: --------------------------CHARACTER CONTROL-------------------------------

Response:
local CurrentIgnoreList
local CurrentIgnoreTag = nil

local TaggedInstanceAddedConnection = nil
local TaggedInstanceRemovedConnection = nil

local function GetCharacter()
	return Player and Player.Character
end

local function UpdateIgnoreTag(newIgnoreTag)
	if newIgnoreTag == CurrentIgnoreTag then
		return
	end
	if TaggedInstanceAddedConnection then
		TaggedInstanceAddedConnection:Disconnect()
		TaggedInstanceAddedConnection = nil
	end
	if TaggedInstanceRemovedConnection then
		TaggedInstanceRemovedConnection:Disconnect()
		TaggedInstanceRemovedConnection = nil
	end
	CurrentIgnoreTag = newIgnoreTag
	CurrentIgnoreList = {GetCharacter()}
	if CurrentIgnoreTag ~= nil then
		local ignoreParts = CollectionService:GetTagged(CurrentIgnoreTag)
		for _, ignorePart in ipairs(ignoreParts) do
			table.insert(CurrentIgnoreList, ignorePart)
		end
		TaggedInstanceAddedConnection = CollectionService:GetInstanceAddedSignal(
			CurrentIgnoreTag):Connect(function(ignorePart)
			table.insert(CurrentIgnoreList, ignorePart)
		end)
		TaggedInstanceRemovedConnection = CollectionService:GetInstanceRemovedSignal(
			CurrentIgnoreTag):Connect(function(ignorePart)
			for i = 1, #CurrentIgnoreList do
				if CurrentIgnoreList[i] == ignorePart then
					CurrentIgnoreList[i] = CurrentIgnoreList[#CurrentIgnoreList]
					table.remove(CurrentIgnoreList)
					break
				end
			end
		end)
	end
end

local function getIgnoreList()
	if CurrentIgnoreList then
		return CurrentIgnoreList
	end
	CurrentIgnoreList = {}
	table.insert(CurrentIgnoreList, GetCharacter())
	return CurrentIgnoreList
end

local function minV(a, b)
	return Vector3.new(math.min(a.X, b.X), math.min(a.Y, b.Y), math.min(a.Z, b.Z))
end
local function maxV(a, b)
	return Vector3.new(math.max(a.X, b.X), math.max(a.Y, b.Y), math.max(a.Z, b.Z))
end
local function getCollidableExtentsSize(character)
	if character == nil or character.PrimaryPart == nil then return end
	local toLocalCFrame = character.PrimaryPart.CFrame:inverse()
	local min = Vector3.new(math.huge, math.huge, math.huge)
	local max = Vector3.new(-math.huge, -math.huge, -math.huge)
	for _,descendant in pairs(character:GetDescendants()) do
		if descendant:IsA('BasePart') and descendant.CanCollide then
			local localCFrame = toLocalCFrame * descendant.CFrame
			local size = Vector3.new(descendant.Size.X / 2, descendant.Size.Y / 2, descendant.Size.Z / 2)
			local vertices = {
				Vector3.new( size.X,  size.Y,  size.Z),
				Vector3.new( size.X,  size.Y, -size.Z),
				Vector3.new( size.X, -size.Y,  size.Z),
				Vector3.new( size.X, -size.Y, -size.Z),
				Vector3.new(-size.X,  size.Y,  size.Z),
				Vector3.new(-size.X,  size.Y, -size.Z),
				Vector3.new(-size.X, -size.Y,  size.Z),
				Vector3.new(-size.X, -size.Y, -size.Z)
			}
			for _,vertex in ipairs(vertices) do
				local v = localCFrame * vertex
				min = minV(min, v)
				max = maxV(max, v)
			end
		end
	end
	local r = max - min
	if r.X < 0 or r.Y < 0 or r.Z < 0 then return nil end
	return r
end


Prompt: -- Preload animations

Response:
function playAnimation(animName, transitionTime, humanoid)

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


Prompt: -- variables

Response:
local shots	= {}

local cancels	= {}