Prompt:
--	--	--	--	--	--	--	--	--	--	--	--	--	--	--	--	--	--	--
--	Place this into StarterGui or StarterPack							--
--	CREDIT																--
--	WhoBloxxedWho; for the initial script								--
--	DoogleFox; some stuff ripped from his panner script					--
--	DuruTeru; shoving it all into this script and then some :)			--
--	UPDATE: turned it into r15, made it so you can swim right in water	--
--  Jan 07, 2017														--
--  UPDATE: added walkspeed easing directionally, also adding running   --
--  Nov 13, 2020														--
--	--	--	--	--	--	--	--	--	--	--	--	--	--	--	--	--	--	--


Prompt: --Made by Luckymaxer

Response:
Debris = game:GetService("Debris")

Camera = game:GetService("Workspace").CurrentCamera

Sounds = {
	RayHit = script:WaitForChild("Hit")
}

BasePart = Instance.new("Part")
BasePart.Shape = Enum.PartType.Block
BasePart.Material = Enum.Material.Plastic
BasePart.TopSurface = Enum.SurfaceType.Smooth
BasePart.BottomSurface = Enum.SurfaceType.Smooth
BasePart.FormFactor = Enum.FormFactor.Custom
BasePart.Size = Vector3.new(0.2, 0.2, 0.2)
BasePart.CanCollide = true
BasePart.Locked = true
BasePart.Anchored = false

BaseRay = BasePart:Clone()
BaseRay.Name = "Laser"
BaseRay.BrickColor = BrickColor.new("Lime green")
BaseRay.Material = Enum.Material.SmoothPlastic
BaseRay.Size = Vector3.new(0.2, 0.2, 0.2)
BaseRay.Anchored = true
BaseRay.CanCollide = false
BaseRayMesh = Instance.new("SpecialMesh")
BaseRayMesh.Name = "Mesh"
BaseRayMesh.MeshType = Enum.MeshType.Brick
BaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1)
BaseRayMesh.Offset = Vector3.new(0, 0, 0)
BaseRayMesh.VertexColor = Vector3.new(1, 1, 1)
BaseRayMesh.Parent = BaseRay

function PlaySound(Position, Sound)
	local SoundPart = BasePart:Clone()
	SoundPart.Name = "ParticlePart"
	SoundPart.Transparency = 1
	SoundPart.Anchored = true
	SoundPart.CanCollide = false
	local SoundObject = Sound:Clone()
	SoundObject.Parent = SoundPart
	Debris:AddItem(SoundPart, 1.5)
	SoundPart.Parent = game:GetService("Workspace")
	SoundPart.CFrame = CFrame.new(Position)
	SoundObject:Play()
end

function FireRay(StartPosition, TargetPosition, Hit)

	local Vec = (TargetPosition - StartPosition)
	local Distance = Vec.magnitude
	local Direction = Vec.unit

	local PX = (StartPosition + (0.25 * Distance) * Direction)
	local PY = (StartPosition + (0.5 * Distance) * Direction)
	local PZ = (StartPosition + (0.75 * Distance) * Direction)

	local DX = (StartPosition - PX).magnitude
	local DY = (PX - PY).magnitude
	local DZ = (PY - PZ).magnitude

	local Limit = 2
	local AX = (PX + Vector3.new(math.random(math.max(-Limit, (-0.21 * DX)), math.min(Limit, (0.21 * DX))),math.random(math.max(-Limit, (-0.21 * DX)),math.min(Limit, (0.21 * DX))), math.random(math.max(-Limit, (-0.21 * DX)), math.min(Limit, (0.21 * DX)))))
	local AY = (PY + Vector3.new(math.random(math.max(-Limit, (-0.21 * DY)), math.min(Limit, (0.21 * DY))),math.random(math.max(-Limit, (-0.21 * DY)),math.min(Limit, (0.21 * DY))), math.random(math.max(-Limit, (-0.21 * DY)), math.min(Limit, (0.21 * DY)))))
	local AZ = (PZ + Vector3.new(math.random(math.max(-Limit, (-0.21 * DZ)), math.min(Limit, (0.21 * DZ))),math.random(math.max(-Limit, (-0.21 * DZ)),math.min(Limit, (0.21 * DZ))), math.random(math.max(-Limit, (-0.21 * DZ)), math.min(Limit, (0.21 * DZ)))))

	local Rays = {
		{Distance = (AX - StartPosition).magnitude, Direction = CFrame.new(StartPosition, AX)},
		{Distance = (AY - AX).magnitude, Direction = CFrame.new(AX, AY)},
		{Distance = (AZ - AY).magnitude, Direction = CFrame.new(AY, AZ)},
		{Distance = (TargetPosition - AZ).magnitude, Direction = CFrame.new(AZ, TargetPosition)},
	}

	for i, v in pairs(Rays) do
		local Ray = BaseRay:Clone()
		Ray.BrickColor = BrickColor.new("New Yeller")
		Ray.Reflectance = 0.4
		Ray.Transparency = 0.7
		local Mesh = Ray.Mesh
		Mesh.Scale = (Vector3.new(0.15, 0.15, (v.Distance / 1)) * 5)
		Ray.CFrame = (v.Direction * CFrame.new(0, 0, (-0.5 * v.Distance)))
		Debris:AddItem(Ray, (0.1 / (#Rays - (i - 1))))
		Ray.Parent = Camera
	end

end

pcall(function()
	local StartPosition = script:WaitForChild("StartPosition").Value
	local TargetPosition = script:WaitForChild("TargetPosition").Value
	local RayHit = script:WaitForChild("RayHit").Value
	FireRay(StartPosition, TargetPosition)
	if RayHit then
		PlaySound(TargetPosition, Sounds.RayHit)
	end
end)

Debris:AddItem(script, 1)


Prompt:
--[[
Подготовительный скрипт - распихивает скрипты по моделям в точках финиша
]]

Response:
local RebuildWorld = 300				-- период пересоздания игрового мира
local PartWorld = script.Parts.Value	-- число блоков в мире


Prompt: --- Hides Cmdr window

Response:
function Cmdr:Hide ()
	Interface.Window:Hide()
end


Prompt: ------//Patrol Animations

Response:
self.RightPatrol 	= CFrame.new(-1, 1.5, -0.45) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0));
self.LeftPatrol 	= CFrame.new(1,1.35,-0.75) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));


Prompt: --- Player joined

Response:
game.Players.PlayerAdded:Connect(function(player)
	--- Check for new gamepasses
	CheckPlayer(player)
end)


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

Response:
local v1 = Vector3.new(0, 0, 1);
local v2 = {
	InitialDistance = 25,
	MinDistance = 10,
	MaxDistance = 100,
	InitialElevation = 35,
	MinElevation = 35,
	MaxElevation = 35,
	ReferenceAzimuth = -45,
	CWAzimuthTravel = 90,
	CCWAzimuthTravel = 90,
	UseAzimuthLimits = false
};
local v3 = require(script.Parent:WaitForChild("BaseCamera"));
local v4 = setmetatable({}, v3);
v4.__index = v4;
function v4.new()
	local v5 = setmetatable(v3.new(), v4);
	v5.lastUpdate = tick();
	v5.changedSignalConnections = {};
	v5.refAzimuthRad = nil;
	v5.curAzimuthRad = nil;
	v5.minAzimuthAbsoluteRad = nil;
	v5.maxAzimuthAbsoluteRad = nil;
	v5.useAzimuthLimits = nil;
	v5.curElevationRad = nil;
	v5.minElevationRad = nil;
	v5.maxElevationRad = nil;
	v5.curDistance = nil;
	v5.minDistance = nil;
	v5.maxDistance = nil;
	v5.gamepadDollySpeedMultiplier = 1;
	v5.lastUserPanCamera = tick();
	v5.externalProperties = {};
	v5.externalProperties.InitialDistance = 25;
	v5.externalProperties.MinDistance = 10;
	v5.externalProperties.MaxDistance = 100;
	v5.externalProperties.InitialElevation = 35;
	v5.externalProperties.MinElevation = 35;
	v5.externalProperties.MaxElevation = 35;
	v5.externalProperties.ReferenceAzimuth = -45;
	v5.externalProperties.CWAzimuthTravel = 90;
	v5.externalProperties.CCWAzimuthTravel = 90;
	v5.externalProperties.UseAzimuthLimits = false;
	v5:LoadNumberValueParameters();
	return v5;
end;
function v4.LoadOrCreateNumberValueParameter(p1, p2, p3, p4)
	local v6 = script:FindFirstChild(p2);
	if v6 and v6:isA(p3) then
		p1.externalProperties[p2] = v6.Value;
	else
		if p1.externalProperties[p2] == nil then
			return;
		end;
		v6 = Instance.new(p3);
		v6.Name = p2;
		v6.Parent = script;
		v6.Value = p1.externalProperties[p2];
	end;
	if p4 then
		if p1.changedSignalConnections[p2] then
			p1.changedSignalConnections[p2]:Disconnect();
		end;
		p1.changedSignalConnections[p2] = v6.Changed:Connect(function(p5)
			p1.externalProperties[p2] = p5;
			p4(p1);
		end);
	end;
end;
function v4.SetAndBoundsCheckAzimuthValues(p6)
	p6.minAzimuthAbsoluteRad = math.rad(p6.externalProperties.ReferenceAzimuth) - math.abs(math.rad(p6.externalProperties.CWAzimuthTravel));
	p6.maxAzimuthAbsoluteRad = math.rad(p6.externalProperties.ReferenceAzimuth) + math.abs(math.rad(p6.externalProperties.CCWAzimuthTravel));
	p6.useAzimuthLimits = p6.externalProperties.UseAzimuthLimits;
	if p6.useAzimuthLimits then
		p6.curAzimuthRad = math.max(p6.curAzimuthRad, p6.minAzimuthAbsoluteRad);
		p6.curAzimuthRad = math.min(p6.curAzimuthRad, p6.maxAzimuthAbsoluteRad);
	end;
end;
function v4.SetAndBoundsCheckElevationValues(p7)
	local v7 = math.max(p7.externalProperties.MinElevation, -80);
	local v8 = math.min(p7.externalProperties.MaxElevation, 80);
	p7.minElevationRad = math.rad(math.min(v7, v8));
	p7.maxElevationRad = math.rad(math.max(v7, v8));
	p7.curElevationRad = math.max(p7.curElevationRad, p7.minElevationRad);
	p7.curElevationRad = math.min(p7.curElevationRad, p7.maxElevationRad);
end;
function v4.SetAndBoundsCheckDistanceValues(p8)
	p8.minDistance = p8.externalProperties.MinDistance;
	p8.maxDistance = p8.externalProperties.MaxDistance;
	p8.curDistance = math.max(p8.curDistance, p8.minDistance);
	p8.curDistance = math.min(p8.curDistance, p8.maxDistance);
end;
function v4.LoadNumberValueParameters(p9)
	p9:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil);
	p9:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil);
	p9:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", p9.SetAndBoundsCheckAzimuthValue);
	p9:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", p9.SetAndBoundsCheckAzimuthValues);
	p9:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", p9.SetAndBoundsCheckAzimuthValues);
	p9:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", p9.SetAndBoundsCheckElevationValues);
	p9:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", p9.SetAndBoundsCheckElevationValues);
	p9:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", p9.SetAndBoundsCheckDistanceValues);
	p9:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", p9.SetAndBoundsCheckDistanceValues);
	p9:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", p9.SetAndBoundsCheckAzimuthValues);
	p9.curAzimuthRad = math.rad(p9.externalProperties.ReferenceAzimuth);
	p9.curElevationRad = math.rad(p9.externalProperties.InitialElevation);
	p9.curDistance = p9.externalProperties.InitialDistance;
	p9:SetAndBoundsCheckAzimuthValues();
	p9:SetAndBoundsCheckElevationValues();
	p9:SetAndBoundsCheckDistanceValues();
end;
function v4.GetModuleName(p10)
	return "OrbitalCamera";
end;
local u1 = require(script.Parent:WaitForChild("CameraUtils"));
function v4.SetInitialOrientation(p11, p12)
	if not p12 or not p12.RootPart then
		warn("OrbitalCamera could not set initial orientation due to missing humanoid");
		return;
	end;
	assert(p12.RootPart, "");
	local l__Unit__9 = (p12.RootPart.CFrame.LookVector - Vector3.new(0, 0.23, 0)).Unit;
	if not u1.IsFinite((u1.GetAngleBetweenXZVectors(l__Unit__9, p11:GetCameraLookVector()))) then

	end;
	if not u1.IsFinite(math.asin(p11:GetCameraLookVector().Y) - math.asin(l__Unit__9.Y)) then

	end;
end;
function v4.GetCameraToSubjectDistance(p13)
	return p13.curDistance;
end;
local l__Players__2 = game:GetService("Players");
function v4.SetCameraToSubjectDistance(p14, p15)
	if l__Players__2.LocalPlayer then
		p14.currentSubjectDistance = math.clamp(p15, p14.minDistance, p14.maxDistance);
		p14.currentSubjectDistance = math.max(p14.currentSubjectDistance, p14.FIRST_PERSON_DISTANCE_THRESHOLD);
	end;
	p14.inFirstPerson = false;
	p14:UpdateMouseBehavior();
	return p14.currentSubjectDistance;
end;
local u3 = Vector3.new(0, 0, 0);
function v4.CalculateNewLookVector(p16, p17, p18)
	local v10 = p17 or p16:GetCameraLookVector();
	local v11 = math.asin(v10.Y);
	local v12 = Vector2.new(p18.X, (math.clamp(p18.Y, v11 - 1.3962634015954636, v11 - -1.3962634015954636)));
	return (CFrame.Angles(0, -v12.X, 0) * CFrame.new(u3, v10) * CFrame.Angles(-v12.Y, 0, 0)).LookVector;
end;
local u4 = require(script.Parent:WaitForChild("CameraInput"));
local l__VRService__5 = game:GetService("VRService");
local u6 = Vector3.new(1, 0, 1);
local u7 = 2 * math.pi;
function v4.Update(p19, p20)
	local v13 = tick();
	local v14 = v13 - p19.lastUpdate;
	local v15 = u4.getRotation() ~= Vector2.new();
	local l__CurrentCamera__16 = workspace.CurrentCamera;
	local v17 = l__CurrentCamera__16.CFrame;
	local l__Focus__18 = l__CurrentCamera__16.Focus;
	local v19 = l__CurrentCamera__16 and l__CurrentCamera__16.CameraSubject;
	local v20 = v19 and v19:IsA("VehicleSeat");
	local v21 = v19 and v19:IsA("SkateboardPlatform");
	if p19.lastUpdate == nil or v14 > 1 then
		p19.lastCameraTransform = nil;
	end;
	if v15 then
		p19.lastUserPanCamera = tick();
	end;
	local v22 = p19:GetSubjectPosition();
	if v22 and l__Players__2.LocalPlayer and l__CurrentCamera__16 then
		if p19.gamepadDollySpeedMultiplier ~= 1 then
			p19:SetCameraToSubjectDistance(p19.currentSubjectDistance * p19.gamepadDollySpeedMultiplier);
		end;
		local l__VREnabled__23 = l__VRService__5.VREnabled;
		local v24 = l__VREnabled__23 and p19:GetVRFocus(v22, v14) or CFrame.new(v22);
		local v25 = u4.getRotation();
		if l__VREnabled__23 and not p19:IsInFirstPerson() then
			local v26 = p19:GetCameraHeight();
			local v27 = v22 - l__CurrentCamera__16.CFrame.p;
			local l__Magnitude__28 = v27.Magnitude;
			if p19.currentSubjectDistance < l__Magnitude__28 or v25.X ~= 0 then
				local v29 = p19:CalculateNewLookVector(v27.Unit * u6, Vector2.new(v25.X, 0)) * math.min(l__Magnitude__28, p19.currentSubjectDistance);
				local v30 = v24.p - v29;
				local v31 = l__CurrentCamera__16.CFrame.LookVector;
				if v25.X ~= 0 then
					v31 = v29;
				end;
				v17 = CFrame.new(v30, (Vector3.new(v30.X + v31.X, v30.Y, v30.Z + v31.Z))) + Vector3.new(0, v26, 0);
			end;
		else
			p19.curAzimuthRad = p19.curAzimuthRad - v25.X;
			if p19.useAzimuthLimits then
				p19.curAzimuthRad = math.clamp(p19.curAzimuthRad, p19.minAzimuthAbsoluteRad, p19.maxAzimuthAbsoluteRad);
			else
				p19.curAzimuthRad = p19.curAzimuthRad ~= 0 and math.sign(p19.curAzimuthRad) * (math.abs(p19.curAzimuthRad) % u7) or 0;
			end;
			p19.curElevationRad = math.clamp(p19.curElevationRad + v25.Y, p19.minElevationRad, p19.maxElevationRad);
			v17 = CFrame.new(v22 + p19.currentSubjectDistance * (CFrame.fromEulerAnglesYXZ(-p19.curElevationRad, p19.curAzimuthRad, 0) * v1), v22);
		end;
		p19.lastCameraTransform = v17;
		p19.lastCameraFocus = l__Focus__18;
		if (v20 or v21) and v19:IsA("BasePart") then
			p19.lastSubjectCFrame = v19.CFrame;
		else
			p19.lastSubjectCFrame = nil;
		end;
	end;
	p19.lastUpdate = v13;
	return v17, l__Focus__18;
end;
return v4;


Prompt: -- Recoil related functions

Response:
function ShoulderCamera:setCurrentRecoilIntensity(x, y)
	self.currentRecoil = Vector2.new(x, y)
end

function ShoulderCamera:addRecoil(recoilAmount)
	self.currentRecoil = self.currentRecoil + recoilAmount
end


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

Response:
local GamePassService = Game:GetService('GamePassService')
local PlayersService = Game:GetService('Players')
local LightingService = Game:GetService('Lighting') --TODO: Use new data store service once that exists

local GamePassIdObject = WaitForChild(script, 'GamePassId')
local AdminTools = WaitForChild(LightingService, 'AdminTools')


Prompt: -- no touchy

Response:
local path
local waypoint
local oldpoints
local isWandering = 0

if canWander then
	spawn(function()
		while isWandering == 0 do
			isWandering = 1
			local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)
			human:MoveTo( Vector3.new(desgx, 0, desgz) )
			wait(math.random(4, 6))
			isWandering = 0
		end
	end)
end

while wait() do
	local enemytorso = GetTorso(hroot.Position)
	if enemytorso ~= nil then -- if player detected
		isWandering = 1
		local function checkw(t)
			local ci = 3
			if ci > #t then
				ci = 3
			end
			if t[ci] == nil and ci < #t then
				repeat
					ci = ci + 1
					wait()
				until t[ci] ~= nil
				return Vector3.new(1, 0, 0) + t[ci]
			else
				ci = 3
				return t[ci]
			end
		end

		path = pfs:FindPathAsync(hroot.Position, enemytorso.Position)
		waypoint = path:GetWaypoints()
		oldpoints = waypoint
		local connection;

		local direct = Vector3.FromNormalId(Enum.NormalId.Front)
		local ncf = hroot.CFrame * CFrame.new(direct)
		direct = ncf.p.unit
		local rootr = Ray.new(hroot.Position, direct)
		local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)

		if path and waypoint or checkw(waypoint) then
			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
				human:MoveTo( checkw(waypoint).Position )
				human.Jump = false
			end

			-- CANNOT LET BALDI JUMPS --
			--[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
				human.Jump = true
				connection = human.Changed:connect(function()
					human.Jump = true
				end)
				human:MoveTo( checkw(waypoint).Position )
			else
				human.Jump = false
			end]]

			--[[hroot.Touched:connect(function(p)
				local bodypartnames = GetPlayersBodyParts(enemytorso)
				if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
					connection = human.Changed:connect(function()
						human.Jump = true
					end)
				else
					human.Jump = false
				end
			end)]]

			if connection then
				connection:Disconnect()
			end

		else
			for i = 3, #oldpoints do
				human:MoveTo( oldpoints[i].Position )
			end
		end
	elseif enemytorso == nil and canWander then -- if player not detected
		isWandering = 0
		path = nil
		waypoint = nil
		human.MoveToFinished:Wait()
	end
end


Prompt: -- Hello, User removing this script will break the board. If you need to ask something dm Yeah_Ember


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 1750		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 7700		--		Use sliders to manipulate values
	Tune.Redline		= 8000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

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

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


Prompt: --//Services//--

Response:
local TweenService = game:GetService("TweenService")
local MPS = game:GetService("MarketplaceService")


Prompt: --[[Shutdown]]

Response:
	car.Body.CarName.Value.VehicleSeat.ChildRemoved:connect(function(child)
		if child.Name=="SeatWeld" and child:IsA("Weld") then
			script.Parent:Destroy()
		end
	end)


Prompt: --do -- springs, ok, totally not from treyreynolds

Response:
	--local runtime = game ("GetService", "RunService")
	local t = 0

	spring = {mt = {}}
	spring.mt.__index = spring

	function spring.new( initial )
		local t0 = tick()
		local p0 = initial or 0
		local v0 = initial and 0 * initial or 0
		local t	= initial or 0
		local d	= 1
		local s = 1

		local function positionvelocity(tick)
			local x			=tick-t0
			local c0		=p0-t
			if s==0 then
				return		p0,0
			elseif d<1 then
				local c		=(1-d*d)^0.5
				local c1	=(v0/s+d*c0)/c
				local co	=math.cos(c*s*x)
				local si	=math.sin(c*s*x)
				local e		=2.718281828459045^(d*s*x)
				return		t+(c0*co+c1*si)/e,
							s*((c*c1-d*c0)*co-(c*c0+d*c1)*si)/e
			else
				local c1	=v0/s+c0
				local e		=2.718281828459045^(s*x)
				return		t+(c0+c1*s*x)/e,
							s*(c1-c0-c1*s*x)/e
			end
		end
		return setmetatable({},{
			__index=function(_, index)
				if index == "value" or index == "position" or index == "p" then
					local p,v = positionvelocity(tick())
					return p
				elseif index == "velocity" or index == "v" then
					local p,v = positionvelocity(tick())
					return v
				elseif index == "acceleration" or index == "a" then
					local x	= tick()-t0
					local c0 = p0-t
					if s == 0 then
						return 0
					elseif d < 1 then
						local c	=(1-d*d)^0.5
						local c1 = (v0/s+d*c0)/c
						return s*s*((d*d*c0-2*c*d*c1-c*c*c0)*math.cos(c*s*x)
								+(d*d*c1+2*c*d*c0-c*c*c1)*math.sin(c*s*x))
								/2.718281828459045^(d*s*x)
					else
						local c1 = v0/s+c0
						return s*s*(c0-2*c1+c1*s*x)
								/2.718281828459045^(s*x)
					end
				elseif index == "target" or index == "t" then
					return t
				elseif index == "damper" or index == "d" then
					return d
				elseif index == "speed" or index == "s" then
					return s
				end
			end;
			__newindex=function(_, index, value)
				local time = tick()
				if index == "value" or index == "position" or index == "p" then
					local p,v = positionvelocity(time)
					p0, v0 = value, v
				elseif index == "velocity" or index == "v" then
					local p,v = positionvelocity(time)
					p0, v0 = p, value
				elseif index == "acceleration" or index == "a" then
					local p, v = positionvelocity(time)
					p0, v0 = p, v + value
				elseif index == "target" or index == "t" then
					p0, v0 = positionvelocity(time)
					t = value
				elseif index == "damper" or index == "d" then
					p0, v0 = positionvelocity(time)
					d = value < 0 and 0 or value < 1 and value or 1
				elseif index == "speed" or index == "s" then
					p0, v0 = positionvelocity(time)
					s = value < 0 and 0 or value
				end
				t0 = time
			end;
		})
	end
return spring


Prompt: --script.Parent.Parent.Visible = true

Response: script.Parent.MouseButton1Click:connect(function() script.Parent.Parent.Visible = false end)


Prompt: -- To make sure whispering behavior remains consistent, this is currently set at 50 characters

Response: module.MaxChannelNameCheckLength = 50


Prompt: -- << RETRIEVE FRAMEWORK >>

Response: local main = _G.HDAdminMain


Response:
ItemID = 8426083 -- The ID of the Gamepass/T-Shirt.
OpenTime = 0 -- The time the door is open for.
OpenTrans = 1 -- The transparency of the door when it is open.
CloseTrans = 1 -- The transparency of the door when it is closed.
BuyGUI = true -- Set to false to stop the BuyGUI appearing.
KillOnTouch = false -- Set to false to stop players being killed when they touch it.


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

Response:
function NumLerp(A, B, Alpha)
	return (A + ((B - A) * Alpha))
end

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


Response:
This = script.Parent
Elevator = This.Parent.Parent.Parent.Parent.Parent
Characters = require(script.Characters)
CustomLabel = require(Elevator.CustomLabel)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor)
  --custom indicator code--
  ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end

function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do
			for r=1,5 do
				This.Display["Matrix"..ID]["Row"..i]["D"..r].Visible = (l:sub(r,r) == "1" and true or false)
			end
		end
	end
end

for M = 1, Displays do
	for R = 1, 7 do
		for D = 1, 5 do
			This.Display["Matrix"..M]["Row"..R]["D"..D].BackgroundColor3 = DisplayColor
		end
	end
end


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: --A simple function to check if the car is grounded

Response:
local function IsGrounded()
	local hit, position = Raycast.new((car.Chassis.CFrame * CFrame.new(0, 0, (car.Chassis.Size.Z / 2) - 1)).p, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * (stats.Height.Value + 0.2))
	if hit and hit.CanCollide then
		return(true)
	end
	return(false)
end


Prompt: --//Varaibles

Response:
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local hum = char:WaitForChild("Humanoid")
local oriJumpPower = hum.JumpPower

local settings = require(game.ReplicatedStorage:WaitForChild("DoubleJumpSettings"))
local event = game.ReplicatedStorage:WaitForChild("DoubleJumpEvent")
local uis = game:GetService("UserInputService")
local tween = game:GetService("TweenService")

local oriPlatform = game.ReplicatedStorage:WaitForChild("JumpPlatform")


Prompt: --!strict

Response:
local None = require(script.Parent.None)
type Object = { [any]: any }


Response:
function onClicked()
script.Parent.Parent.Call.ClickDetector.MaxActivationDistance = 0
script.Parent.Click:Play()
script.Parent.ClickDetector.MaxActivationDistance = 0
script.Parent.Parent.Up.ClickDetector.MaxActivationDistance = 0
wait(2)
script.Parent.Parent.DoorOutside2.CanCollide = true
script.Parent.Parent.DoorOutside2.Transparency = 0
script.Parent.Parent.DoorInside.Transparency = 0
script.Parent.Parent.DoorInside.CanCollide = true
script.Parent.Parent.DoorInside.Close:Play()
wait(3)
script.Parent.Parent.Screen.SurfaceGui.Frame.Down.Visible = true
Car.Start:Play()
Car.Run:Play()
LiftDown:Play()
wait(12)
script.Parent.Parent.Screen.SurfaceGui.Frame.TextLabel.Text = "SECRET BASE"
script.Parent.Parent.Screen.SurfaceGui.Frame.Down.Visible = false
Car.Start:Stop()
Car.Run:Stop()
Car.Stop:Play()
wait(2)
door.Transparency = 1
door.CanCollide = false
script.Parent.Parent.DoorOutside.CanCollide = false
script.Parent.Parent.DoorOutside.Transparency = 1
Car.Ding:Play()
wait(5)
script.Parent.Parent.Call2.ClickDetector.MaxActivationDistance = 12
script.Parent.Parent.Up.ClickDetector.MaxActivationDistance = 12
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt: -- Rotates the arms, waist, and neck to make the aiming for more realistic

Response:
RE_UpdateSpine.OnServerEvent:Connect(function(player, theta)
	if player.Character then

		local humanoid = player.Character.Humanoid
		if not humanoid then return end

		-- Don't rotate when the player is dead
		if humanoid:GetState() == Enum.HumanoidStateType.Dead then return end

		local neck = player.Character.Head.Neck
		local waist = player.Character.UpperTorso.Waist
		local leftArm = player.Character.LeftUpperArm.LeftShoulder
		local rightArm = player.Character.RightUpperArm.RightShoulder

		-- Create new CFrame rotation for the joints
		local neckCFrame = CFrame.fromEulerAnglesYXZ(theta*0.5,0,0)
		local waistCFrame = CFrame.fromEulerAnglesYXZ(theta*0.5,0,0)
		local leftArmCFrame = CFrame.fromEulerAnglesYXZ(theta*0.25,0,0)
		local rightArmArmCFrame = CFrame.fromEulerAnglesYXZ(theta*0.25,0,0)

		-- Apply rotations
		neck.C0 = Neck_CFrame * neckCFrame
		waist.C0 = Waist_CFrame * waistCFrame
		leftArm.C0 = Left_Upper_Arm_CFrame * leftArmCFrame
		rightArm.C0 = Right_Upper_Arm_CFrame * rightArmArmCFrame
	end
end)


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

Response:
local autoscaling	= false					--Estimates top speed

local UNITS	= {								--Click on speed to change units
											--First unit is default
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 140				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 240				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 300				,
		spInc			= 60				, -- Increment between labelled notches
	}
}


Prompt: --[[Steering]]

Response:
function Steering(dt)
	local deltaTime = (60/(1/dt))
	--Mouse Steer
	if _MSteer then
		local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200)
		local mdZone = _Tune.Peripherals.MSteerDZone/100
		local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth)
		if math.abs(mST)<=mdZone then
			_GSteerT = 0
		else
			_GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST))
		end
	end

	_GSteerC = (_GSteerC+((_GSteerT-_GSteerC)*(_Tune.LeanSpeed*deltaTime)))

	--Apply Steering
	bike.Body.bal.LeanGyro.cframe = CFrame.new(bike.Body.bal.CFrame.p,bike.Body.bal.CFrame.p+bike.Body.bal.CFrame.lookVector)*CFrame.Angles(0,0,((_GSteerC*_Tune.LeanProgressiveness)*(math.rad(_Tune.MaxLean)/(bike.DriveSeat.Velocity.Magnitude+_Tune.LeanProgressiveness))-(_GSteerC*math.rad(_Tune.MaxLean))))

	--Apply Low Speed Steering
	bike.FrontSection.TripleTreeHinge.SteeringGyro.CFrame=bike.Body.SteeringHinge.CFrame*CFrame.Angles(math.rad(_GSteerT*_Tune.SteerAngle),0,0)
	bike.FrontSection.TripleTreeHinge.SteeringGyro.MaxTorque = Vector3.new(_Tune.SteerMaxTorque*((math.max((_Tune.LowSpeedCut-bike.DriveSeat.Velocity.Magnitude)/_Tune.LowSpeedCut,0))^2),0,0)
end


Prompt:
--	====================
--	LIMITED CLIP
--	Make a gun has a limit clip
--	====================

Response:
		LimitedClipEnabled = false;
		Clips = 10;
		MaxClip = 10; --Put "math.huge" to allow user to carry unlimited clip


Prompt: --local root = shark:WaitForChild("HumanoidRootPart")

Response:
local root = shark.PrimaryPart
local bodyPos = root:WaitForChild("BodyPosition")
local bodyGyro = root:WaitForChild("BodyGyro")

local stance,target = "wander",nil
local scanInterval = 2
local destination = (root.CFrame*CFrame.new(0,0,5)).p
local orientation = root.CFrame
local holdDuration = 5
local holdOrder = 0
local lastAdjustment,nextAdjustment = 0,25


Prompt:
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.


Prompt: -- korblox

Response:
game.Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function(char)
		player.Chatted:Connect(function(msg)
			local loweredv = string.lower(msg)
			if loweredv == "/korblox" then
				local Humanoid = char:WaitForChild("Humanoid",1)
				local descriptionClone = Humanoid:GetAppliedDescription()
				descriptionClone.RightLeg = 139607718
				Humanoid:ApplyDescription(descriptionClone)
			end
		end)
	end)
end)


Prompt: --// Functions

Response:
function MakeFakeArms()
	Arms = Instance.new("Model")
	Arms.Name = "Arms"
	Arms.Parent = L_5_

	local L_123_ = Instance.new("Humanoid")
	L_123_.MaxHealth = 0
	L_123_.Health = 0
	L_123_.Name = ""
	L_123_.Parent = Arms

	if L_3_:FindFirstChild("Shirt") then
		local L_128_ = L_3_:FindFirstChild("Shirt"):clone()
		L_128_.Parent = Arms
	end

	local L_124_ = L_3_:FindFirstChild("Right Arm"):clone()
	for L_129_forvar1, L_130_forvar2 in pairs(L_124_:GetChildren()) do
		if L_130_forvar2:IsA('Motor6D') then
			L_130_forvar2:Destroy()
		end
	end
	L_124_.Name = "Right Arm"
	L_124_.FormFactor = "Custom"
	L_124_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_124_.Transparency = 0.0

	local L_125_ = Instance.new("Motor6D")
	L_125_.Part0 = L_124_
	L_125_.Part1 = L_3_:FindFirstChild("Right Arm")
	L_125_.C0 = CFrame.new()
	L_125_.C1 = CFrame.new()
	L_125_.Parent = L_124_
	L_124_.Parent = Arms

	local L_126_ = L_3_:FindFirstChild("Left Arm"):clone()
	L_126_.Name = "Left Arm"
	L_126_.FormFactor = "Custom"
	L_126_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_126_.Transparency = 0.0

	local L_127_ = Instance.new("Motor6D")
	L_127_.Part0 = L_126_
	L_127_.Part1 = L_3_:FindFirstChild("Left Arm")
	L_127_.C0 = CFrame.new()
	L_127_.C1 = CFrame.new()
	L_127_.Parent = L_126_
	L_126_.Parent = Arms
end

function RemoveArmModel()
	if Arms then
		Arms:Destroy()
		Arms = nil
	end
end

local L_93_

function CreateShell()
	L_93_ = time()
	local L_131_ = L_1_.Shell:clone()
	if L_131_:FindFirstChild('Shell') then
		L_131_.Shell:Destroy()
	end
	L_131_.CFrame =  L_1_.Chamber.CFrame
	L_131_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
	--shell.RotVelocity = Vector3.new(-10,40,30)
	L_131_.Parent = L_66_
	L_131_.CanCollide = false
	game:GetService("Debris"):addItem(L_131_, 1)
end


Prompt:
--!nocheck
-- ^ change to strict to crash studio c:
-- ActiveCast class type.
-- The ActiveCast type represents a currently running cast.


Prompt:
-- returns the Vector3 point at the given t value (t must be between 0 and 1 to return an excpected value)
-- does not work if the bezier does not have any points attached to it

Response:
function Bezier:CalculatePositionAt(t: number): Vector3

	-- check if t is between 0 and 1
	if type(t) ~= "number" then
		error("Bezier:CalculatePositionAt() only accepts a number, got " .. tostring(t) .. "!")
	end

	-- start algorithm to calculate position in bezier
	local points = self.Points
	local numPoints = #points

	-- check if there is at least 1 point
	if numPoints > 0 then

		-- important values
		local points = self:GetAllPoints()
		local n = #points

		-- get position at t
		local c_t do
			c_t = Vector3.new()
			for i = 1, n do
				local p_i = points[i]
				local B_nit = B(n - 1, i - 1, t)
				c_t += B_nit * p_i
			end
		end

		-- return position
		return c_t
	else

		-- not enough points to get position
		error("Bezier:CalculatePositionAt() only works if there is at least 1 BezierPoint!")
	end
end


Prompt: -- make the part change color every 3s

Response:
while wait(3) do
	part.Color = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255))
end


Response:
	stopcall()
	sbros()
end)
script.Parent.B.ClickDetector.MouseClick:Connect(function(player)
	if sys.KVEnter.Value == true and folder.KV.Value.Value ~= config.AllCode.Value then
		huh.ButtonSound:Play()
		enter()


Prompt:
-- RemoteSignal
-- Stephen Leitnick
-- January 07, 2021


Prompt: -- loop to handle timed state transitions and tool animations

Response:
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end


Response:
script.Parent.MedicineAberto.TratarFeridasAberto.PainKiller.MouseButton1Down:Connect(function()
	if Saude.Variaveis.Doer.Value == false then
	if Target.Value == "N/A" then
		Functions.PainKiller:FireServer()
		Timer.Barra.Size = UDim2.new(0,0,1,0)
		TS:Create(Timer.Barra, TweenInfo.new(2), {Size =  UDim2.new(1,0,1,0)}):Play()
	else
		--FunctionsMulti.Energetic:FireServer()
	end
	end
end)

script.Parent.MedicineAberto.TratarFeridasAberto.Energy.MouseButton1Down:Connect(function()
	if Saude.Variaveis.Doer.Value == false then
	if Target.Value == "N/A" then
		Functions.Energetic:FireServer()
		Timer.Barra.Size = UDim2.new(0,0,1,0)
		TS:Create(Timer.Barra, TweenInfo.new(2), {Size =  UDim2.new(1,0,1,0)}):Play()
	else
		--FunctionsMulti.Energetic:FireServer()
	end
end
end)

script.Parent.MedicineAberto.TratarFeridasAberto.Morphine.MouseButton1Down:Connect(function()
	if Saude.Variaveis.Doer.Value == false then
	if Target.Value == "N/A" then
		--Functions.PainKiller:FireServer()
	else
		FunctionsMulti.Morphine:FireServer()
		Timer.Barra.Size = UDim2.new(0,0,1,0)
		TS:Create(Timer.Barra, TweenInfo.new(2), {Size =  UDim2.new(1,0,1,0)}):Play()
	end
	end
end)

script.Parent.MedicineAberto.TratarFeridasAberto.Epinephrine.MouseButton1Down:Connect(function()
	if Saude.Variaveis.Doer.Value == false then
	if Target.Value == "N/A" then
		--Functions.PainKiller:FireServer()
	else
		FunctionsMulti.Epinephrine:FireServer()
		Timer.Barra.Size = UDim2.new(0,0,1,0)
		TS:Create(Timer.Barra, TweenInfo.new(2), {Size =  UDim2.new(1,0,1,0)}):Play()
	end
	end
end)


Prompt: --// # key, ManOff

Response:
mouse.KeyUp:connect(function(key)
	if key=="u" then
		veh.Lightbar.middle.Man:Stop()
		veh.Lightbar.middle.Wail.Volume = 1
		veh.Lightbar.middle.Yelp.Volume = 1
		veh.Lightbar.middle.Priority.Volume = 1
		script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
	end
end)


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 450		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		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	= 4.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

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


Response:
function onClicked()
R.Function1.Disabled = false
R.Function2.Disabled = true
R.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt:
--[[

	Ser is a serialization/deserialization utility module that is used
	by Knit to automatically serialize/deserialize values passing
	through remote functions and remote events.

	Ser.Classes = {
		[ClassName] = {
			Serialize = (value) -> serializedValue
			Deserialize = (value) => deserializedValue
		}
	}

	Ser.SerializeArgs(...)            -> table
	Ser.SerializeArgsAndUnpack(...)   -> Tuple
	Ser.DeserializeArgs(...)          -> table
	Ser.DeserializeArgsAndUnpack(...) -> Tuple
	Ser.Serialize(value: any)         -> any
	Ser.Deserialize(value: any)       -> any
	Ser.UnpackArgs(args: table)       -> Tuple

--]]

Response:
type Args = {
	n: number,
	[any]: any,
}

local Option = require(script.Parent.Option)


Prompt: -----------------------------------------------------Raycasting functions

Response:
function raycursive(start,dir,ignore)
	newdir = (start+dir)-start
	local a,b = workspace:findPartOnRay(Ray.new(start,newdir.unit*999.999),ignore)
	if a then
		if not a.CanCollide and (a.Name ~= "Left Arm" and a.Name ~= "Left Leg" and a.Name ~= "Right Arm" and a.Name ~= "Right Leg") then
			return raycursive(b,dir,a)
		else
			return a,b
		end
	else
		return a,b
	end
end


Prompt: -- Variables

Response:
local footstepsModule = require(replicatedStorage:WaitForChild("FootstepModule"))

local player = players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")

local rootPart = character:WaitForChild("HumanoidRootPart")


Prompt: -- CONSTANT VARIABLES

Response:
local THIS = script
local SLING = THIS.Parent


Prompt:
--<< FUNCTIONS >>
--Change value

Response:
function module:ChangeStat(player, statName, changeValue)
	local pdata = main.pd[player]
	if pdata then
		local newValue = pdata[statName]
		--[[
		if type(changeValue) == "number" and tonumber(newValue) then
			if changeValue == "reset" then
				newValue = 0
			else
				newValue = newValue + changeValue
			end
		else--]]
			newValue = changeValue
		--end
		main.pd[player][statName] = newValue
		main.pd[player].DataToUpdate = true
		main.signals.ChangeStat:FireClient(player, {statName, newValue})
		if statName == "Rank" then
			main.signals.RankChanged:FireClient(player)
		end
	end
end


Prompt: -- connect events

Response:
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

if Character.Parent ~= nil then
	-- initialize to idle
	playAnimation("idle", 0.1, Humanoid)
	pose = "Standing"
end


Prompt:
--[==[

	if you want to make longer comments

	you can surround them with the double dashes and double square brackets "--[[" and "--]]"

	and you can surround those by ones with equals signs in them too

	so you don't have to type the "--" every single line

--]==]


Prompt:
--[=[
	@param player Player -- The target client
	@param ... any -- Arguments passed to the client
	Fires the signal at the specified client with any arguments.

	:::note Outbound Middleware
	All arguments pass through any outbound middleware before being
	sent to the client.
	:::
]=]

Response:
function RemoteSignal:Fire(player: Player, ...: any)
	self._re:FireClient(player, self:_processOutboundMiddleware(player, ...))
end


Prompt: --		print("2!!!",hum.Health)

Response:
		if hum.Health<1 then return end
	end

	if bullet.DamageType.Value == 2 then
		-- AoE
		local position = bullet.Position
		local radius = bullet.DamageRadius.Value
		local maxDamage = bullet.cfgDamage.Value
		bullet.Velocity = Vector3.new(0,0,0)	-- остановить снаряд
		customExplosion(position, radius, maxDamage)

		--explosion = Instance.new("Explosion")
		--explosion.Position = bullet.Position
		--explosion.ExplosionType = ("NoCraters")

			-- 		find instigator tag
			--local creator = script.Parent:findFirstChild("creator")
			--if creator ~= nil then
			--	explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)
			--end
		--explosion.Parent = game.Workspace --- Обязательно свю фунцкию взрыва!!!
	else -- SINGLE
		local hum = hit.Parent:FindFirstChild("Humanoid")
	    if hum~= nil then
	        -- hum:TakeDamage(damage)
			Damage:Take(human, hum, damage) -- from, to, damage
	    end
	end

	connection:disconnect()
	wait(.1)
	bullet:Destroy()
end
connection = bullet.Touched:connect(blow)

wait(5) -- 5 секунд без попадания = самоуничтожиться
bullet:Destroy()


Prompt: --[[Drivetrain]]

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

	--Differential Settings
	Tune.FDiffSlipThres	= 45		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 45		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 45		-- 1 - 100%
	Tune.RDiffLockThres	= 45		-- 0 - 100%
	Tune.CDiffSlipThres	= 45		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 45		-- 0 - 100%				[AWD Only]

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


Prompt:
--I M P O R T A N T--
------------------------------------------------------------------------
--Don't change any of this, this is what makes the GUI apear and work.
------------------------------------------------------------------------

Response:
function onClick(click)
for i,v in pairs (script.Parent:GetChildren()) do
	if v.ClassName == "ScreenGui" then
	c = v:Clone()
	c.Parent = click.PlayerGui
	end
end
end
script.Parent.ClickDetector.MouseClick:connect(onClick)


Prompt:
--[[**
	<description>
	The same as :Get only it'll check to make sure all keys in the default data provided
	exist. If not, will pass in the default value only for that key.
	This is recommended for tables in case you want to add new entries to the table.
	Note this is not required for tables, it only provides an extra functionality.
	</description>

	<parameter name = "defaultValue">
	A table that will have its keys compared to that of the actual data received.
	</parameter>

	<returns>
	The value in the data store will all keys from the default value provided.
	</returns>
**--]]

Response:
function DataStore:GetTable(default, ...)
	assert(default ~= nil, "You must provide a default value with :GetTable.")

	local result = self:Get(default, ...)
	local changed = false

	assert(typeof(result) == "table", ":GetTable was used when the value in the data store isn't a table.")

	for defaultKey, defaultValue in pairs(default) do
		if result[defaultKey] == nil then
			result[defaultKey] = defaultValue
			changed = true
		end
	end

	if changed then
		self:Set(result)
	end

	return result
end


Prompt:
--[[**
	<description>
	Adds a backup to the data store if :Get() fails a specified amount of times.
	Will return the value provided (if the value is nil, then the default value of :Get() will be returned)
	and mark the data store as a backup store, and attempts to :Save() will not truly save.
	</description>

	<parameter name = "retries">
	Number of retries before the backup will be used.
	</parameter>

	<parameter name = "value">
	The value to return to :Get() in the case of a failure.
	You can keep this blank and the default value you provided with :Get() will be used instead.
	</parameter>
**--]]

Response:
function DataStore:SetBackup(retries, value)
	self.backupRetries = retries
	self.backupValue = value
end


Prompt:
--WARNING!
--DO NOT MODIFY THE CODE BELOW! (Unless you know what you're doing, in that case: Go nuts!)

Response:
local motor = script.Parent.Base.HingeConstraint
local display = script.Parent.Display.SurfaceGui.TextLabel

local current_mode = 0

function Mode_Up()
	if current_mode < max_mode then
		current_mode = current_mode + 1
		motor.AngularVelocity = motor.AngularVelocity + increment_speed
		display.Text = current_mode
	end
end

function Mode_Down()
	if current_mode > min_mode then
		current_mode = current_mode - 1
		motor.AngularVelocity = motor.AngularVelocity - increment_speed
		display.Text = current_mode
	end
end

script.Parent.Button_Up.ClickDetector.mouseClick:connect(Mode_Up)
script.Parent.Button_Down.ClickDetector.mouseClick:connect(Mode_Down)


Prompt: --		debug.profilebegin("NEW_CREATE_DROPLET")

Response: CreateDroplet()


Prompt: -- TextLabel default properties

Response:
defaults.Font = "SourceSans"
defaults.TextColor3 = "White"
defaults.TextStrokeColor3 = "Black"
defaults.TextTransparency = 0
defaults.TextStrokeTransparency = 1
defaults.BackgroundTransparency = 1
defaults.BorderSizePixel = 0


Prompt: -- Movement mode standardized to Enum.ComputerCameraMovementMode values

Response:
function BaseCamera:SetCameraMovementMode( cameraMovementMode )
	self.cameraMovementMode = cameraMovementMode
end

function BaseCamera:GetCameraMovementMode()
	return self.cameraMovementMode
end

function BaseCamera:SetIsMouseLocked(mouseLocked)
	self.inMouseLockedMode = mouseLocked
end

function BaseCamera:GetIsMouseLocked()
	return self.inMouseLockedMode
end

function BaseCamera:SetMouseLockOffset(offsetVector)
	self.mouseLockOffset = offsetVector
end

function BaseCamera:GetMouseLockOffset()
	return self.mouseLockOffset
end

function BaseCamera:InFirstPerson()
	return self.inFirstPerson
end

function BaseCamera:EnterFirstPerson()
	-- Overridden in ClassicCamera, the only module which supports FirstPerson
end

function BaseCamera:LeaveFirstPerson()
	-- Overridden in ClassicCamera, the only module which supports FirstPerson
end


Prompt: -- Management of which options appear on the Roblox User Settings screen

Response:
do
	local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts")

	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default)
	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow)
	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic)

	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default)
	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow)
	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic)
	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle)
end

function CameraModule.new()
	local self = setmetatable({},CameraModule)

	-- Current active controller instances
	self.activeCameraController = nil
	self.activeOcclusionModule = nil
	self.activeTransparencyController = nil
	self.activeMouseLockController = nil

	self.currentComputerCameraMovementMode = nil

	-- Connections to events
	self.cameraSubjectChangedConn = nil
	self.cameraTypeChangedConn = nil

	-- Adds CharacterAdded and CharacterRemoving event handlers for all current players
	for _,player in pairs(Players:GetPlayers()) do
		self:OnPlayerAdded(player)
	end

	-- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future
	Players.PlayerAdded:Connect(function(player)
		self:OnPlayerAdded(player)
	end)

	self.activeTransparencyController = TransparencyController.new()
	self.activeTransparencyController:Enable(true)

	if not UserInputService.TouchEnabled then
		self.activeMouseLockController = MouseLockController.new()
		local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent()
		if toggleEvent then
			toggleEvent:Connect(function()
				self:OnMouseLockToggled()
			end)
		end
	end

	self:ActivateCameraController(self:GetCameraControlChoice())
	self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)
	self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller
	RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end)

	-- Connect listeners to camera-related properties
	for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do
		Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function()
			self:OnLocalPlayerCameraPropertyChanged(propertyName)
		end)
	end

	for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do
		UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function()
			self:OnUserGameSettingsPropertyChanged(propertyName)
		end)
	end
	game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
		self:OnCurrentCameraChanged()
	end)

	self.lastInputType = UserInputService:GetLastInputType()
	UserInputService.LastInputTypeChanged:Connect(function(newLastInputType)
		self.lastInputType = newLastInputType
	end)

	return self
end

function CameraModule:GetCameraMovementModeFromSettings()
	local cameraMode = Players.LocalPlayer.CameraMode

	-- Lock First Person trumps all other settings and forces ClassicCamera
	if cameraMode == Enum.CameraMode.LockFirstPerson then
		return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic)
	end

	local devMode, userMode
	if UserInputService.TouchEnabled then
		devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode)
		userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode)
	else
		devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode)
		userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
	end

	if devMode == Enum.DevComputerCameraMovementMode.UserChoice then
		-- Developer is allowing user choice, so user setting is respected
		return userMode
	end

	return devMode
end

function CameraModule:ActivateOcclusionModule(occlusionMode: Enum.DevCameraOcclusionMode)
	local newModuleCreator
	if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then
		newModuleCreator = Poppercam
	elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
		newModuleCreator = Invisicam
	else
		warn("CameraScript ActivateOcclusionModule called with unsupported mode")
		return
	end

	self.occlusionMode = occlusionMode

	-- First check to see if there is actually a change. If the module being requested is already
	-- the currently-active solution then just make sure it's enabled and exit early
	if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then
		if not self.activeOcclusionModule:GetEnabled() then
			self.activeOcclusionModule:Enable(true)
		end
		return
	end

	-- Save a reference to the current active module (may be nil) so that we can disable it if
	-- we are successful in activating its replacement
	local prevOcclusionModule = self.activeOcclusionModule

	-- If there is no active module, see if the one we need has already been instantiated
	self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator]

	-- If the module was not already instantiated and selected above, instantiate it
	if not self.activeOcclusionModule then
		self.activeOcclusionModule = newModuleCreator.new()
		if self.activeOcclusionModule then
			instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule
		end
	end

	-- If we were successful in either selecting or instantiating the module,
	-- enable it if it's not already the currently-active enabled module
	if self.activeOcclusionModule then
		local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode()
		-- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode
		if newModuleOcclusionMode ~= occlusionMode then
			warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode)
		end

		-- Deactivate current module if there is one
		if prevOcclusionModule then
			-- Sanity check that current module is not being replaced by itself (that should have been handled above)
			if prevOcclusionModule ~= self.activeOcclusionModule then
				prevOcclusionModule:Enable(false)
			else
				warn("CameraScript ActivateOcclusionModule failure to detect already running correct module")
			end
		end

		-- Occlusion modules need to be initialized with information about characters and cameraSubject
		-- Invisicam needs the LocalPlayer's character
		-- Poppercam needs all player characters and the camera subject
		if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
			-- Optimization to only send Invisicam what we know it needs
			if Players.LocalPlayer.Character then
				self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer )
			end
		else
			-- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list
			for _, player in pairs(Players:GetPlayers()) do
				if player and player.Character then
					self.activeOcclusionModule:CharacterAdded(player.Character, player)
				end
			end
			self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject)
		end

		-- Activate new choice
		self.activeOcclusionModule:Enable(true)
	end
end

function CameraModule:ShouldUseVehicleCamera()
	local camera = workspace.CurrentCamera
	if not camera then
		return false
	end

	local cameraType = camera.CameraType
	local cameraSubject = camera.CameraSubject

	local isEligibleType = cameraType == Enum.CameraType.Custom or cameraType == Enum.CameraType.Follow
	local isEligibleSubject = cameraSubject and cameraSubject:IsA("VehicleSeat") or false
	local isEligibleOcclusionMode = self.occlusionMode ~= Enum.DevCameraOcclusionMode.Invisicam

	return isEligibleSubject and isEligibleType and isEligibleOcclusionMode
end


Prompt:
--[[
	Instance references
]]

Response:
local maid = Maid.new()
maid.instance = script.Parent

maid.humanoid = maid.instance:WaitForChild("Humanoid")
maid.head = maid.instance:WaitForChild("Head")
maid.humanoidRootPart = maid.instance:FindFirstChild("HumanoidRootPart")
maid.alignOrientation = maid.humanoidRootPart:FindFirstChild("AlignOrientation")


Prompt:
--[=[
	Returns true if cancelled
	@return boolean
]=]

Response:
function CancelToken:IsCancelled()
	return self.PromiseCancelled:IsFulfilled()
end

function CancelToken:_cancel()
	self.PromiseCancelled:Resolve()
end

return CancelToken


Prompt:
--[=[
	Observes an instance's ancestry

	@param instance Instance
	@param className string
	@return Observable<Instance>
]=]

Response:
function RxInstanceUtils.observeFirstAncestorBrio(instance, className)
	assert(typeof(instance) == "Instance", "Bad instance")
	assert(type(className) == "string", "Bad className")

	return Observable.new(function(sub)
		local maid = Maid.new()

		local lastFound = nil
		local function handleAncestryChanged()
			local found = instance:FindFirstAncestorWhichIsA(className)

			if found then
				if found ~= lastFound then
					lastFound = found
					local brio = Brio.new(found)
					maid._current = brio
					sub:Fire(brio)
				end
			elseif lastFound then
				maid._current = nil
				lastFound = nil
			end
		end

		maid:GiveTask(instance.AncestryChanged:Connect(handleAncestryChanged))
		handleAncestryChanged()

		return maid
	end)
end


Prompt: --[[Brakes]]

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

Tune.FBrakeForce	= 1200		-- Front brake force
Tune.RBrakeForce	= 1600		-- Rear brake force
Tune.PBrakeForce	= 6000		-- Handbrake force

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


Prompt: --// Connections

Response:
L_105_.OnClientEvent:connect(function(L_188_arg1, L_189_arg2, L_190_arg3, L_191_arg4, L_192_arg5, L_193_arg6, L_194_arg7)
	if L_188_arg1 and not L_15_ then
		MakeFakeArms()

		L_42_ = L_2_.PlayerGui.MainGui
		L_26_ = L_42_:WaitForChild('Others')
		L_27_ = L_26_:WaitForChild('Kill')
		L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')
		L_29_ = L_28_:WaitForChild('Ammo')
		L_30_ = L_28_:WaitForChild('AmmoBackground')
		L_31_ = L_28_:WaitForChild('MagCount')
		L_32_ = L_28_:WaitForChild('MagCountBackground')
		L_33_ = L_28_:WaitForChild('DistDisp')
		L_34_ = L_28_:WaitForChild('Title')
		L_35_ = L_28_:WaitForChild('Mode1')
		L_36_ = L_28_:WaitForChild('Mode2')
		L_37_ = L_28_:WaitForChild('Mode3')
		L_38_ = L_28_:WaitForChild('Mode4')
		L_39_ = L_28_:WaitForChild('Mode5')
		L_40_ = L_28_:WaitForChild('Stances')
		L_41_ = L_42_:WaitForChild('Shading')
		L_41_.Visible = false

		L_34_.Text = L_1_.Name
		UpdateAmmo()

		L_43_ = L_189_arg2
		L_44_ = L_190_arg3
		L_45_ = L_191_arg4
		L_46_ = L_192_arg5
		L_47_ = L_193_arg6
		L_48_ = L_194_arg7
		L_49_ = L_59_.Bolt

		L_84_ = L_48_.C1
		L_85_ = L_48_.C0

		if L_1_:FindFirstChild('AimPart2') then
			L_54_ = L_1_:WaitForChild('AimPart2')
		end

		if L_1_:FindFirstChild('FirePart2') then
			L_57_ = L_1_.FirePart2
		end

		if L_24_.FirstPersonOnly then
			L_2_.CameraMode = Enum.CameraMode.LockFirstPerson
		end
		--uis.MouseIconEnabled = false
		L_5_.FieldOfView = 70
		L_15_ = true
	elseif L_15_ then
		if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then
			Stand()
			Unlean()
		end

		L_90_ = 0
		L_77_ = false
		L_78_ = false
		L_79_ = false
		L_61_ = false
		L_64_ = false
		L_63_ = false
		Shooting = false

		L_94_ = 70

		RemoveArmModel()

		L_42_:Destroy()

		for L_195_forvar1, L_196_forvar2 in pairs(IgnoreList) do
			if L_196_forvar2 ~= L_3_ and L_196_forvar2 ~= L_5_ and L_196_forvar2 ~= L_98_ then
				table.remove(IgnoreList, L_195_forvar1)
			end
		end

		if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
			L_3_['Right Arm'].LocalTransparencyModifier = 0
			L_3_['Left Arm'].LocalTransparencyModifier = 0
		end

		L_75_ = false
		L_66_ = true

		L_2_.CameraMode = Enum.CameraMode.Classic
		L_104_.MouseIconEnabled = true
		L_5_.FieldOfView = 70
		L_15_ = false
		L_104_.MouseDeltaSensitivity = L_52_
		L_15_ = false
	end
end)


Prompt: --//Remote Functions\\--

Response:
fire.OnServerEvent:Connect(function(player, mouseHit)
	local character = player.Character
	local humanoid = character:FindFirstChild("Humanoid")
	local weaponAccuracy = Vector3.new(math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2))

	if humanoid and humanoid ~= 0 then
		local projectile = Instance.new("Part", workspace)

			local trail = Instance.new("Trail", projectile)
			trail.FaceCamera = true
			trail.Lifetime = 0.3
			trail.MinLength = 0.15
			trail.LightEmission = 0.25

			local attachment0 = Instance.new("Attachment", projectile)
			attachment0.Position = Vector3.new(0.35, 0, 0)
			attachment0.Name = "Attachment1"
			local attachment1 = Instance.new("Attachment", projectile)
			attachment1.Position = Vector3.new(-0.35, 0, 0)
			attachment1.Name = "Attachment1"

			trail.Attachment0 = attachment0
			trail.Attachment1 = attachment1

		projectile.Name = "Bullet"
		projectile.BrickColor = BrickColor.new("Smoky gray")
		projectile.Shape = "Ball"
		projectile.Material = Enum.Material.Metal
		projectile.TopSurface = 0
		projectile.BottomSurface = 0
		projectile.Size = Vector3.new(1, 1, 1)
		projectile.Transparency = 1
		projectile.CFrame = CFrame.new(muzzle.CFrame.p, mouseHit.p)
		projectile.CanCollide = false

			local transparencyPoints = {}
			local startColor = Color3.new(255, 255, 0)
			local endColor = Color3.new(213, 115, 61)

			table.insert(transparencyPoints, NumberSequenceKeypoint.new(0, 1))
			table.insert(transparencyPoints, NumberSequenceKeypoint.new(0.25, 0))
			table.insert(transparencyPoints, NumberSequenceKeypoint.new(1, 1))

			local determinedTransparency = NumberSequence.new(transparencyPoints)
			local determinedColors = ColorSequence.new(startColor, endColor)

			trail.Transparency = determinedTransparency
			trail.Color = determinedColors

			local bodyVelocity = Instance.new("BodyVelocity", projectile)
			bodyVelocity.MaxForce = Vector3.new(9e9, 9e9, 9e9)
			bodyVelocity.Velocity = (mouseHit.lookVector * velocity.Value) + weaponAccuracy

		debris:AddItem(projectile, 20)

		projectile.Touched:Connect(function(hit)
			local eHumanoid = hit.Parent:FindFirstChild("Humanoid") or hit.Parent.Parent:FindFirstChild("Humanoid")
			local damage = math.random(minDamage.Value, maxDamage.Value)
			if not eHumanoid and not hit.Anchored and not hit:IsDescendantOf(character) then

				projectile:Destroy()
			elseif eHumanoid and eHumanoid ~= humanoid and eHumanoid.Health > 0 and hit ~= projectile then

				if hit.Name == "Head" or hit:IsA("Hat") then
					damage = damage * 1.5
				end

				local criticalPoint = maxDamage.Value
				DamageAndTagHumanoid(player, eHumanoid, damage)

				if showDamageText then
					DynamicText(damage, criticalPoint, eHumanoid)
				else
				end

				projectile:Destroy()
			elseif hit.CanCollide == true and not hit:IsDescendantOf(player.Character) and hit.Anchored == true then

				projectile:Destroy()
			end
		end)

		handle.Fire:Play()
		muzzleEffect.Visible = true
		muzzleEffect.Rotation = math.random(-360, 360)

		delay(0.1, function()
			muzzleEffect.Visible = false
		end)

	end
end)

activateSpecial.OnServerEvent:Connect(function(player)
	accuracy.Value, fireRate.Value = accuracy.Value / 2, fireRate.Value / 2
	minDamage.Value, maxDamage.Value = minDamage.Value / 2, maxDamage.Value / 2

	spawn(function()
		local chargeSound = Instance.new("Sound", player.PlayerGui)
		chargeSound.Name = "ChargeSound"
		chargeSound.SoundId = "rbxassetid://163619849"
		chargeSound:Play()

		chargeSound.Ended:Connect(function() chargeSound:Destroy() end)

		local sparkles = Instance.new("Sparkles", handle)
		sparkles.SparkleColor = Color3.fromRGB(255, 236, 21)

		local activatedGui = Instance.new("ScreenGui", player.PlayerGui)
		activatedGui.Name = "SpecialActivated"
			local textLabel = Instance.new("TextLabel", activatedGui)
			textLabel.TextColor3 = Color3.fromRGB(0, 180, 30)
			textLabel.Text = "Trigger Happy activated!"
			textLabel.Font = Enum.Font.SourceSans
			textLabel.TextScaled = true
			textLabel.TextStrokeTransparency = 0
			textLabel.Size = UDim2.new(0, 300, 0, 50)
			textLabel.Position = UDim2.new(2.5, 0, 0.15, -10)
			textLabel.BackgroundTransparency = 1
			textLabel:TweenPosition(UDim2.new(0.5, -(textLabel.Size.X.Offset / 2),  0.1, -10), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 1)

		debris:AddItem(sparkles, specialDuration.Value)
		debris:AddItem(chargeSound, 3)

		wait(3)
		TextEffects(textLabel, 200, Enum.EasingDirection.InOut, Enum.EasingStyle.Quint, 1)
	end)

	for i = specialDuration.Value, 0, -1 do
		wait(1)
		print("Special activated: "..i)
	end

	accuracy.Value, fireRate.Value = accuracy.Value * 2, fireRate.Value * 2
	minDamage.Value, maxDamage.Value = minDamage.Value * 2, maxDamage.Value * 2
	activateSpecial:FireClient(player)
end)


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

Response:
local v1 = {};
local v2 = require(game.ReplicatedStorage.Modules.Xeno);
local v3 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__4 = game.TweenService;
local l__Debris__5 = game.Debris;
local u1 = require(game.ReplicatedStorage.Modules.Lightning);
local l__ReplicatedStorage__2 = game.ReplicatedStorage;
function v1.RunStompFx(p1, p2, p3, p4)
	task.delay(0, function()
		local v6 = u1.Bolt((CFrame.new(p2.CFrame.p) * CFrame.new(0, 250, 0) * CFrame.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1))).Position, (p2.CFrame * CFrame.new(math.random(-2, 2), math.random(-1, 1), math.random(-1, 1))).Position, 10, 0.25, false);
		v6.PulseSpeed = 12;
		v6.PulseLength = 5;
		v6.MinRadius = 0;
		v6.MaxRadius = 5;
		v6.FadeLength = 0.1;
		v6.Thickness = 3;
		v6.MinTransparency = 0.25;
		v6.MaxTransparency = 0.3;
		v6.Color = Color3.fromRGB(251, 255, 16);
	end);
	local v7 = l__ReplicatedStorage__2.KillFX[p1].Stomp:Clone();
	v7.Parent = p2.Parent.UpperTorso and p2;
	v7:Play();
	game.Debris:AddItem(v7, 4);
	local v8 = l__ReplicatedStorage__2.KillFX[p1].HitPart:Clone();
	v8.Parent = workspace.Ignored.Animations;
	v8.CFrame = CFrame.new(p2.CFrame.Position);
	task.delay(0.25, function()
		for v9, v10 in pairs(v8.Attachment:GetChildren()) do
			v10.Enabled = false;
		end;
	end);
	task.delay(0.1, function()
		l__ReplicatedStorage__2.KillFX[p1].FireEffect:Clone().Parent = p2.Parent.UpperTorso;
		for v11, v12 in pairs(p2.Parent:GetDescendants()) do
			if v12:IsA("Basepart") and not v12:IsA("MeshPart") then
				v12.Color = Color3.fromRGB(0, 0, 0);
			elseif v12:IsA("Shirt") or v12:IsA("Pants") then
				v12.Color3 = Color3.fromRGB(0, 0, 0);
			elseif v12:IsA("Mesh") then
				v12.VertexColor = Color3.fromRGB(0, 0, 0);
			elseif v12:IsA("MeshPart") then
				v12.TextureID = "";
				v12.Color = Color3.fromRGB(0, 0, 0);
			end;
		end;
	end);
	game.Debris:AddItem(v8, 4);
	return nil;
end;
return v1;


Prompt: -- References to reduce indexing time

Response:
local GetConnectedParts = Instance.new('Part').GetConnectedParts;
local GetChildren = script.GetChildren;

function GetPartJoints(Part, Whitelist)
	-- Returns any manual joints involving `Part`

	local Joints = {};

	-- Get joints stored inside `Part`
	for Joint, JointParent in pairs(SearchJoints(Part, Part, Whitelist)) do
		Joints[Joint] = JointParent;
	end;

	-- Get joints stored inside connected parts
	for _, ConnectedPart in pairs(GetConnectedParts(Part)) do
		for Joint, JointParent in pairs(SearchJoints(ConnectedPart, Part, Whitelist)) do
			Joints[Joint] = JointParent;
		end;
	end;

	-- Return all found joints
	return Joints;

end;


Prompt: --Steer Gyro Tuning

Response:
Tune.SteerD			= 1000		-- Steering Dampening
Tune.SteerMaxTorque	= 50000		-- Steering Force
Tune.SteerP			= 100000	-- Steering Aggressiveness


Prompt: -- loop to handle timed state transitions and tool animations

Response:
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end
 																																																																															--[[ 																																																																															]]
 																																																																															--[[ 																																																																															]]


Prompt:
--[=[
	Accepts an array of Promises and returns a new Promise that resolves with an array of in-place Statuses when all input Promises have settled. This is equivalent to mapping `promise:finally` over the array of Promises.

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

	return Promise.allSettled(promises)
	```

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

Response:
function Promise.allSettled(promises)
	if type(promises) ~= "table" then
		error(string.format(ERROR_NON_LIST, "Promise.allSettled"), 2)
	end

	-- We need to check that each value is a promise here so that we can produce
	-- a proper error rather than a rejected promise with our error.
	for i, promise in pairs(promises) do
		if not Promise.is(promise) then
			error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.allSettled", tostring(i)), 2)
		end
	end

	-- If there are no values then return an already resolved promise.
	if #promises == 0 then
		return Promise.resolve({})
	end

	return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel)
		-- An array to contain our resolved values from the given promises.
		local fates = {}
		local newPromises = {}

		-- Keep a count of resolved promises because just checking the resolved
		-- values length wouldn't account for promises that resolve with nil.
		local finishedCount = 0

		-- Called when a single value is resolved and resolves if all are done.
		local function resolveOne(i, ...)
			finishedCount = finishedCount + 1

			fates[i] = ...

			if finishedCount >= #promises then
				resolve(fates)
			end
		end

		onCancel(function()
			for _, promise in ipairs(newPromises) do
				promise:cancel()
			end
		end)

		-- We can assume the values inside `promises` are all promises since we
		-- checked above.
		for i, promise in ipairs(promises) do
			newPromises[i] = promise:finally(function(...)
				resolveOne(i, ...)
			end)
		end
	end)
end


Prompt: --Auto welding script (anchors so the tree doesnt fall apart)

Response:
for i,v in pairs(script.Parent:GetDescendants()) do
	if v.Name ~= "Handle" and v:IsA("Part") or v:IsA("WedgePart") or v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("TrussPart") then
		local Weld = Instance.new("WeldConstraint",v)
		Weld.Part0 = script.Parent.Handle
		Weld.Part1 = v
	end
end


Prompt: -- << RETRIEVE FRAMEWORK >>

Response:
local main = require(game:GetService("ReplicatedStorage"):WaitForChild("HDAdminSetup")):GetMain(true)
main:Initialize("Client")


Prompt: --Place me in StarterCharacterScripts located in StarterPlayer

Response:
local character = script.Parent
local timesby = 1 --Multiplyer
local DamageVelocity = 200 --How fast you go to take damage

local humanoid = script.Parent:WaitForChild("Humanoid")
local humanoidRP = script.Parent:WaitForChild("HumanoidRootPart")
local stateType = Enum.HumanoidStateType
local speed = 0
local fell = false
while true do
	wait()
	if humanoidRP.Velocity.Y < -DamageVelocity then
		speed = speed + timesby
		fell = false
		humanoid:SetStateEnabled(stateType.GettingUp, false)
		humanoid:ChangeState(stateType.FallingDown)
		humanoid.Parent.Head.RotVelocity = Vector3.new(0,10,20)

	end
	if humanoid.FloorMaterial ~= nil and humanoid.FloorMaterial ~= Enum.Material.Air and humanoid.FloorMaterial ~= Enum.Material.Rock and humanoid.FloorMaterial ~= Enum.Material.Water and fell then
		fell = false
		humanoid:ChangeState(stateType.FallingDown)
		humanoid.Health = humanoid.Health - speed
		speed = 0
		humanoid.Parent.UpperTorso.RotVelocity = Vector3.new(0,-10,20)
	elseif	humanoidRP.Velocity.Y > -DamageVelocity then
		wait()
		speed = 0
		humanoid:SetStateEnabled(stateType.GettingUp, true)
	end
end


Prompt:
--			character.Humanoid.Died:Connect(function()
--				playerDiedCallFunction(player)
--			end)


Prompt:
-- Updated 10/14/2014 - Updated to 1.0.2
--- Fixed bug fix.


Prompt:
--		for key,value in pairs(Objects) do
--			print("Name of object: ",key)
--			if sessionData[playerUserId][key] == nil then
--				print("Adding new version objects "..key)
--				sessionData[playerUserId][key] = false
--			end
--		end
--			for key,value in pairs(Objects) do
--				--print("Adding object "..key)
--				sessionData[playerUserId][key] = false
--			end

Response:
			--Investigate
			--local purchaseHandlerNew = waitForTycoonsPurchaseHandlerNew()
			--local Objects = require(purchaseHandlerNew)
			--local Objects = require(tycoons[1]:WaitForChild("PurchaseHandlerNew"))


Prompt: --"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--

Response:
local door = script.Parent
local bool = false
local CanOpen1 = true
local CanClose1 = false
local AccessDenied = script.Parent.AccessDenied
local AccessGranted = script.Parent.AccessGranted
local clearance = {
	["[SCP] Card-Omni"] = true,
	["[SCP] Card-L5"] = false,
	["[SCP] Card-L4"] = false,
	["[SCP] Card-L3"] = false,
	["[SCP] Card-L2"] = false,
	["[SCP] Card-L1"] = false
}

						--DO NOT EDIT PAST THIS LINE--
function openDoor()
	script.Parent.DoorOpen:play()
	for i = 3,(door.Size.z / 0.15) do
		wait()
		door.CFrame = door.CFrame - (door.CFrame.lookVector * 0.15)
	end
end

function closeDoor()
	script.Parent.DoorClose:play()
	for i = 3,(door.Size.z / 0.15) do
		wait()
		door.CFrame = door.CFrame + (door.CFrame.lookVector * 0.15)
	end
end

script.Parent.Parent.KeycardReader1.touched:connect(function(touch)
	if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then

		CanOpen1 = false
		AccessGranted:Play()
		wait(0.75)
		openDoor()
		wait(1)
		CanClose1 = true
	elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then
		CanClose1 = false
		AccessGranted:Play()
		wait(0.75)
		closeDoor()
		wait(1)
		CanOpen1 = true
	elseif touch.Name == "Handle" and clearance[touch.Parent.Name] == false and not bool then
		bool = true
		AccessDenied:Play()
		wait(2)
		bool = false
	end
end)

script.Parent.Parent.KeycardReader2.touched:connect(function(touch)
	if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then
		CanOpen1 = false
		AccessGranted:Play()
		wait(0.75)
		openDoor()
		wait(1)
		CanClose1 = true
	elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then
		CanClose1 = false
		AccessGranted:Play()
		wait(0.75)
		closeDoor()
		wait(1)
		CanOpen1 = true
	elseif touch.Name == "Handle" and clearance[touch.Parent.Name] == false and not bool then
		bool = true
		AccessDenied:Play()
		wait(2)
		bool = false
	end
end)


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

Response:
game.Workspace.doorright.l11.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(1013)

game.Workspace.doorright.l12.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(1023)

game.Workspace.doorright.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(106)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "11"


Prompt: -- Time it takes to reload weapon

Response: local ReloadTime = 3


Prompt:
-- How fast a player must fall down to avoid triggering the
-- anti-flight system. I recommend keeping this above 50
-- to curtail gliding exploits.

Response: config.FlightHeatCooldownRequiredFallSpeed = 50


Prompt:
--end
----if TurnValues.TurnSignal2.Value == 2 then

Response: TurnValues.TurnSignal2.Value = 3


Prompt:
--////////////////////////////////////////////////////////////////////////////////////////////
--////////////////////////////////////////////////////////////// Code to do chat window fading
--////////////////////////////////////////////////////////////////////////////////////////////

Response:
function CheckIfPointIsInSquare(checkPos, topLeft, bottomRight)
	return (topLeft.X <= checkPos.X and checkPos.X <= bottomRight.X and
		topLeft.Y <= checkPos.Y and checkPos.Y <= bottomRight.Y)
end

local backgroundIsFaded = false
local textIsFaded = false
local lastTextFadeTime = 0
local lastBackgroundFadeTime = 0

local fadedChanged = Instance.new("BindableEvent")
local mouseStateChanged = Instance.new("BindableEvent")
local chatBarFocusChanged = Instance.new("BindableEvent")

function DoBackgroundFadeIn(setFadingTime)
	lastBackgroundFadeTime = tick()
	backgroundIsFaded = false
	fadedChanged:Fire()
	ChatWindow:FadeInBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration))

	local currentChannelObject = ChatWindow:GetCurrentChannel()
	if (currentChannelObject) then

		local Scroller = MessageLogDisplay.Scroller
		Scroller.ScrollingEnabled = true
		Scroller.ScrollBarThickness = moduleMessageLogDisplay.ScrollBarThickness
	end
end

function DoBackgroundFadeOut(setFadingTime)
	lastBackgroundFadeTime = tick()
	backgroundIsFaded = true
	fadedChanged:Fire()
	ChatWindow:FadeOutBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration))

	local currentChannelObject = ChatWindow:GetCurrentChannel()
	if (currentChannelObject) then

		local Scroller = MessageLogDisplay.Scroller
		Scroller.ScrollingEnabled = false
		Scroller.ScrollBarThickness = 0
	end
end

function DoTextFadeIn(setFadingTime)
	lastTextFadeTime = tick()
	textIsFaded = false
	fadedChanged:Fire()
	ChatWindow:FadeInText((setFadingTime or ChatSettings.ChatDefaultFadeDuration) * 0)
end

function DoTextFadeOut(setFadingTime)
	lastTextFadeTime = tick()
	textIsFaded = true
	fadedChanged:Fire()
	ChatWindow:FadeOutText((setFadingTime or ChatSettings.ChatDefaultFadeDuration))
end

function DoFadeInFromNewInformation()
	DoTextFadeIn()
	if ChatSettings.ChatShouldFadeInFromNewInformation then
		DoBackgroundFadeIn()
	end
end

function InstantFadeIn()
	DoBackgroundFadeIn(0)
	DoTextFadeIn(0)
end

function InstantFadeOut()
	DoBackgroundFadeOut(0)
	DoTextFadeOut(0)
end

local mouseIsInWindow = nil
function UpdateFadingForMouseState(mouseState)
	mouseIsInWindow = mouseState

	mouseStateChanged:Fire()

	if (ChatBar:IsFocused()) then return end

	if (mouseState) then
		DoBackgroundFadeIn()
		DoTextFadeIn()
	else
		DoBackgroundFadeIn()
	end
end

spawn(function()
	while true do
		RunService.RenderStepped:wait()

		while (mouseIsInWindow or ChatBar:IsFocused()) do
			if (mouseIsInWindow) then
				mouseStateChanged.Event:wait()
			end
			if (ChatBar:IsFocused()) then
				chatBarFocusChanged.Event:wait()
			end
		end

		if (not backgroundIsFaded) then
			local timeDiff = tick() - lastBackgroundFadeTime
			if (timeDiff > ChatSettings.ChatWindowBackgroundFadeOutTime) then
				DoBackgroundFadeOut()
			end

		elseif (not textIsFaded) then
			local timeDiff = tick() - lastTextFadeTime
			if (timeDiff > ChatSettings.ChatWindowTextFadeOutTime) then
				DoTextFadeOut()
			end

		else
			fadedChanged.Event:wait()

		end

	end
end)

function getClassicChatEnabled()
	if ChatSettings.ClassicChatEnabled ~= nil then
		return ChatSettings.ClassicChatEnabled
	end
	return Players.ClassicChat
end

function getBubbleChatEnabled()
	if ChatSettings.BubbleChatEnabled ~= nil then
		return ChatSettings.BubbleChatEnabled
	end
	return Players.BubbleChat
end

function bubbleChatOnly()
 	return not getClassicChatEnabled() and getBubbleChatEnabled()
end

function UpdateMousePosition(mousePos)
	if not (moduleApiTable.Visible and moduleApiTable.IsCoreGuiEnabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)) then return end

	if bubbleChatOnly() then
		return
	end

	local windowPos = ChatWindow.GuiObject.AbsolutePosition
	local windowSize = ChatWindow.GuiObject.AbsoluteSize

	local newMouseState = CheckIfPointIsInSquare(mousePos, windowPos, windowPos + windowSize)
	if (newMouseState ~= mouseIsInWindow) then
		UpdateFadingForMouseState(newMouseState)
	end
end

UserInputService.InputChanged:connect(function(inputObject)
	if (inputObject.UserInputType == Enum.UserInputType.MouseMovement) then
		local mousePos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)
		UpdateMousePosition(mousePos)
	end
end)

UserInputService.TouchTap:connect(function(tapPos, gameProcessedEvent)
	UpdateMousePosition(tapPos[1])
end)

UserInputService.TouchMoved:connect(function(inputObject, gameProcessedEvent)
	local tapPos = Vector2.new(inputObject.Position.X, inputObject.Position.Y)
	UpdateMousePosition(tapPos)
end)

UserInputService.Changed:connect(function(prop)
	if prop == "MouseBehavior" then
		if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
			local windowPos = ChatWindow.GuiObject.AbsolutePosition
			local windowSize = ChatWindow.GuiObject.AbsoluteSize
			local screenSize = GuiParent.AbsoluteSize

			local centerScreenIsInWindow = CheckIfPointIsInSquare(screenSize/2, windowPos, windowPos + windowSize)
			if centerScreenIsInWindow then
				UserInputService.MouseBehavior = Enum.MouseBehavior.Default
			end
		end
	end
end)


Prompt: --print("player is closer than structure")

Response:
target = nearestPlayer
targetType = nearestPlayer.ClassName
lastLock = tick()
else
target = nearestBuilding
targetType = nearestBuilding.ClassName
lastLock = tick()


Prompt: --[[Controls]]

Response:
	local _CTRL = _Tune.Controls
	local Controls = Instance.new("Folder",script.Parent)
	Controls.Name = "Controls"
	for i,v in pairs(_CTRL) do
		local a=Instance.new("StringValue",Controls)
		a.Name=i
		a.Value=v.Name
		a.Changed:connect(function()
			if i=="MouseThrottle" or i=="MouseBrake" then
				if a.Value == "MouseButton1" or a.Value == "MouseButton2" then
					_CTRL[i]=Enum.UserInputType[a.Value]
				else
					_CTRL[i]=Enum.KeyCode[a.Value]
				end
			else
				_CTRL[i]=Enum.KeyCode[a.Value]
			end
		end)
	end

	--Deadzone Adjust
	local _PPH = _Tune.Peripherals
		for i,v in pairs(_PPH) do
		local a = Instance.new("IntValue",Controls)
		a.Name = i
		a.Value = v
		a.Changed:connect(function()
			a.Value=math.min(100,math.max(0,a.Value))
			_PPH[i] = a.Value
		end)
	end

	--Input Handler
	function DealWithInput(input,IsRobloxFunction)
		if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus
			--Shift Down [Manual Transmission]
			if _IsOn and  (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
				if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end
				_CGear = math.max(_CGear-1,-1)

			--Shift Up [Manual Transmission]
			elseif _IsOn and  (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
				if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end
				_CGear = math.min(_CGear+1,#_Tune.Ratios-2)

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

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

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

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

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

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

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

			--Toggle Mouse Controls
			elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then
				if input.UserInputState == Enum.UserInputState.End then
					_MSteer = not _MSteer
					_GThrot = _Tune.IdleThrottle/100
					_GBrake = 0
					_GSteerT = 0
					_ClutchOn = true
				end

			--Toggle TCS
			elseif  _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then
				if input.UserInputState == Enum.UserInputState.End then
					if script.Parent.DriveMode.Value ~= "SportPlus" then
						_TCS = not _TCS
					end
				end

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

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

				--Gamepad Throttle
				elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then
					_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)

				--Gamepad Brake
				elseif input.KeyCode == _CTRL["ContlrBrake"] then
					_GBrake = input.Position.Z
				end
			end
		else
			_GThrot = _Tune.IdleThrottle/100
			_GSteerT = 0
			_GBrake = 0
			if _CGear~=0 then _ClutchOn = true end
		end
	end
	UserInputService.InputBegan:connect(DealWithInput)
	UserInputService.InputChanged:connect(DealWithInput)
	UserInputService.InputEnded:connect(DealWithInput)


Prompt: --[[ lua Function Cache ]]

Response:
--
local ATAN2 = math.atan2
local FLOOR = math.floor
local PI = math.pi


Prompt:
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	plrData.Money.Gold.Value = plrData.Money.Gold.Value - 12
	plrData.Character.Injuries.BrokenLeg.Value = false
end


Prompt:
--[[**
	ensures Lua primitive callback type

	@param value The value to check against

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

Response:
t.callback = t.typeof("function")
t["function"] = t.callback


Prompt:
--[[
	ROBLOX TODO: add default generic param when possible
	original code:
	export const getMatchers = <
	  State extends MatcherState = MatcherState,
	>(): MatchersObject<State> => (global as any)[JEST_MATCHERS_OBJECT].matchers;
]]

Response:
local function getMatchers<State>(): MatchersObject<State>
	return _G[JEST_MATCHERS_OBJECT].matchers
end


Prompt:
--[=[
	@param predicate (player: Player, value: any) -> boolean
	@param value any -- Value to set for the clients (and to the predicate)
	Sets the value for specific clients that pass the `predicate`
	function test. This can be used to finely set the values
	based on more control logic (e.g. setting certain values
	per team).

	```lua
	-- Set the value of "NewValue" to players with a name longer than 10 characters:
	remoteProperty:SetFilter(function(player)
		return #player.Name > 10
	end, "NewValue")
	```
]=]

Response:
function RemoteProperty:SetFilter(predicate: (Player, any) -> boolean, value: any)
	for _,player in ipairs(Players:GetPlayers()) do
		if predicate(player, value) then
			self:SetFor(player, value)
		end
	end
end


Response:
function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild("Humanoid")
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z

					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0

					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					wait(.1)
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print("Could not find teleporter!")
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: -------------------------------------Gun info

Response:
ToolName="M4"

ClipSize=999999999999999999999999999999999999999999999999999999999999999999
ReloadTime=6
Firerate=.12
MinSpread=.1
MaxSpread=.1
SpreadRate=9
BaseDamage=22.5
automatic=true
burst=false
shot=false			--Semi Automatic
BarrlePos=Vector3.new(0.38,0.4,-3.4)
Cursors={"http://www.roblox.com/asset/?id=52812029"}
ReloadCursor="http://www.roblox.com/asset/?id=52812038"


Prompt: -- This file was @generated by Tarmac. It is not intended for manual editing.

Response:
return {
	Calendar = "rbxassetid://8915045287",
	Caret = "rbxassetid://8915045496",
	ChevronLeft = "rbxassetid://8982072482",
	Close = "rbxassetid://8915045615",
	Clothing = "rbxassetid://8915045766",
	EmptyShop = "rbxassetid://9246449575",
	Eye = "rbxassetid://8915045943",
	Filter = "rbxassetid://8981626915",
	Gamepad = {
		ButtonA = "rbxassetid://8712691282",
		ButtonB = "rbxassetid://8712691429",
		ButtonL1 = "rbxassetid://8712691596",
		ButtonL2 = "rbxassetid://8712691753",
		ButtonR1 = "rbxassetid://8712691861",
		ButtonR2 = "rbxassetid://8712691936",
		ButtonX = "rbxassetid://8712692030",
		ButtonY = "rbxassetid://8712692150",
		DPadDown = "rbxassetid://8712692266",
		DPadLeft = "rbxassetid://8712692372",
		DPadRight = "rbxassetid://8712692480",
		DPadUp = "rbxassetid://8712692563",
	},
	Info = "rbxassetid://8915046089",
	KeyBacking = "rbxassetid://9186036717",
	RadioButtonInner = "rbxassetid://8971710558",
	RadioButtonOuter = "rbxassetid://8971710724",
	Robux = "rbxassetid://8915046254",
	Rotation = "rbxassetid://8915046440",
	ShoppingCart = "rbxassetid://9133862231",
	Sparkle = "rbxassetid://8915046721",
	Timer = "rbxassetid://8915046889",
}