Response:
local LETTERBOX = false
local DEF_FOV = 70
local NM_ZOOM = math.tan(DEF_FOV * math.pi/360)
local LVEL_GAIN = Vector3.new(1, 0.75, 1)
local RVEL_GAIN = Vector2.new(0.85, 1)/128
local FVEL_GAIN = -330
local DEADZONE = 0.125
local FOCUS_OFFSET = CFrame.new(0, 0, -16)

local DIRECTION_LEFT = 1
local DIRECTION_RIGHT = 2
local DIRECTION_FORWARD = 3
local DIRECTION_BACKWARD = 4
local DIRECTION_UP = 5
local DIRECTION_DOWN = 6

local KEY_MAPPINGS = {
	[DIRECTION_LEFT] = {Enum.KeyCode.A, Enum.KeyCode.H},
	[DIRECTION_RIGHT] = {Enum.KeyCode.D, Enum.KeyCode.K},
	[DIRECTION_FORWARD] = {Enum.KeyCode.W, Enum.KeyCode.U},
	[DIRECTION_BACKWARD] = {Enum.KeyCode.S, Enum.KeyCode.J},
	[DIRECTION_UP] = {Enum.KeyCode.E, Enum.KeyCode.Y},
	[DIRECTION_DOWN] = {Enum.KeyCode.Q, Enum.KeyCode.I},
}

function CreateLetterBox()
	local topBar = Instance.new("Frame")
	topBar.Name = "TopBar"
	topBar.Position = UDim2.new(0, 0, 0, -36)
	topBar.Size = UDim2.new(1, 0, 0.128, 0)
	topBar.ZIndex = 10
	topBar.BackgroundColor3 = Color3.new(0, 0, 0)
	topBar.BorderSizePixel = 0
	topBar.Visible = false
	topBar.Parent = script.Parent

	local bottomBar = topBar:Clone()
	bottomBar.Name = "BottomBar"
	bottomBar.Position = UDim2.new(0, 0, 1, 0)
	bottomBar.AnchorPoint = Vector2.new(0, 1)
	bottomBar.Parent = script.Parent
	return script.Parent
end


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

Response:
return function(p1)
	local u1 = nil;
	local u2 = nil;
	local u3 = nil;
	local u4 = nil;
	if not pcall(function()
		u1 = p1.Left;
		u2 = p1.Right;
		u3 = u1:FindFirstChildOfClass("UIGradient");
		u4 = u2:FindFirstChildOfClass("UIGradient");
	end) or p1:GetAttribute("Progress") then
		return;
	end;
	p1:SetAttribute("Progress", 1);
	local function u5(p2)
		p2 = math.clamp(p2, 0, 1);
		if p1 and u3 and u4 then
			u4.Rotation = math.clamp(p2 * 2, 0, 1) * 180;
			u3.Rotation = 180 + math.clamp((p2 - 0.5) * 2, 0, 1) * 180;
			u4.Enabled = p2 < 0.5;
			u3.Enabled = p2 < 1;
			p1.Visible = p2 > 0;
		end;
	end;
	return p1:GetAttributeChangedSignal("Progress"):Connect(function()
		u5(p1:GetAttribute("Progress"));
	end);
end;


Prompt: --Variables--

Response:
local set = script.Settings
local sp = set.Speed
local enabled = set.Enabled
local hum = script.Parent:WaitForChild("Humanoid")
if hum then


Prompt: --Made by Luckymaxer

Response:
Humanoid = script.Parent
Character = Humanoid.Parent

Debris = game:GetService("Debris")

Creator = script:WaitForChild("Creator")

Health = Humanoid.Health

IgnoreChange = false

Colors = {"Med. yellowish green", "Br. yellowish green", "Medium green", "Tr. Green", "Faded green", "Bright green", "Dark green", "Earth green"}

Parts = {}

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

Humanoid.Changed:connect(function(Property)
	if Property == "Health" then
		if Humanoid.Health < Health and not IgnoreChange then
			local HealthLost = (Health - Humanoid.Health)
			IgnoreChange = true
			UntagHumanoid(Humanoid)
			TagHumanoid(Humanoid, Creator.Value)
			Humanoid:TakeDamage(HealthLost)
			Health = Humanoid.Health
			IgnoreChange = false
		elseif Humanoid.Health >= Health then
			Health = Humanoid.Health
		end
	elseif Property == "Jump" then
		Humanoid.Jump = false
	end
end)

Humanoid.WalkSpeed = (16 / 2)

for i, v in pairs(Character:GetChildren()) do
	if v:IsA("BasePart") then
		table.insert(Parts, {Part = v, BrickColor = v.BrickColor})
	end
end

for i, v in pairs(Colors) do
	for ii, vv in pairs(Parts) do
		if vv.Part and vv.Part.Parent then
			vv.Part.BrickColor = BrickColor.new(v)
		end
	end
	wait(60 / #Colors)
end

for i, v in pairs(Parts) do
	v.Part.BrickColor = v.BrickColor
end

Humanoid.WalkSpeed = 16

script:Destroy()


Prompt: --Script to become the Indiana Jones boulder!

Response:
local Character = script.Parent

local Humanoid = Character:FindFirstChildOfClass("Humanoid")

local Root = Character:WaitForChild("HumanoidRootPart",10)

local Orb = script:WaitForChild("Orb",10).Value

local Camera = workspace.CurrentCamera

local Services = {
	Players = (game:FindService("Players") or game:GetService("Players")),
	TweenService = (game:FindService("TweenService") or game:GetService("TweenService")),
	RunService = (game:FindService("RunService") or game:GetService("RunService")),
	Input = (game:FindService("ContextActionService") or game:GetService("ContextActionService"))
}

local Moving = false

Services.RunService.RenderStepped:Connect(function()
	if Humanoid.MoveDirection.Magnitude > 0 then
		Orb.Velocity = Orb.Velocity + Humanoid.MoveDirection * 2
	end
end)


Prompt: -- Class

Response:
local RadialMenuClass = {}
RadialMenuClass.__index = RadialMenuClass
RadialMenuClass.__type = "RadialMenu"

function RadialMenuClass:__tostring()
	return RadialMenuClass.__type
end


Prompt: -- Torso

Response:
character.HumanoidRootPart.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.UpperTorso.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.LowerTorso.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)


Prompt:
-- CreateFadeFunctions usage:
-- fadeObjects is a map of text labels and button to start and end values for a given property.
-- e.g {
--   NameButton = {
--     TextTransparency = {
--       FadedIn = 0.5,
--       FadedOut = 1,
--     }
--   },
--  ImageOne = {
--	  ImageTransparency = {
--       FadedIn = 0,
--       FadedOut = 0.5,
--     }
--   }
-- }

Response:
function methods:CreateFadeFunctions(fadeObjects)
	local AnimParams = {}
	for object, properties in pairs(fadeObjects) do
		AnimParams[object] = {}
		for property, values in pairs(properties) do
			AnimParams[object][property] = {
				Target = values.FadedIn,
				Current = object[property],
				NormalizedExptValue = 1,
			}
		end
	end

	local function FadeInFunction(duration, CurveUtil)
		for object, properties in pairs(AnimParams) do
			for property, values in pairs(properties) do
				values.Target = fadeObjects[object][property].FadedIn
				values.NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
			end
		end
	end

	local function FadeOutFunction(duration, CurveUtil)
		for object, properties in pairs(AnimParams) do
			for property, values in pairs(properties) do
				values.Target = fadeObjects[object][property].FadedOut
				values.NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
			end
		end
	end

	local function AnimGuiObjects()
		for object, properties in pairs(AnimParams) do
			for property, values in pairs(properties) do
				object[property] = values.Current
			end
		end
	end

	local function UpdateAnimFunction(dtScale, CurveUtil)
		for object, properties in pairs(AnimParams) do
			for property, values in pairs(properties) do
				values.Current = CurveUtil:Expt(
					values.Current,
					values.Target,
					values.NormalizedExptValue,
					dtScale
				)
			end
		end

		AnimGuiObjects()
	end

	return FadeInFunction, FadeOutFunction, UpdateAnimFunction
end

function methods:NewBindableEvent(name)
	local bindable = Instance.new("BindableEvent")
	bindable.Name = name
	return bindable
end

function module.new()
	local obj = setmetatable({}, methods)

	obj.ObjectPool = nil
	obj.ChatWindow = nil

	obj.DEFAULT_MESSAGE_CREATOR = DEFAULT_MESSAGE_CREATOR
	obj.MESSAGE_CREATOR_MODULES_VERSION = MESSAGE_CREATOR_MODULES_VERSION

	obj.KEY_MESSAGE_TYPE = KEY_MESSAGE_TYPE
	obj.KEY_CREATOR_FUNCTION = KEY_CREATOR_FUNCTION

	obj.KEY_BASE_FRAME = KEY_BASE_FRAME
	obj.KEY_BASE_MESSAGE = KEY_BASE_MESSAGE
	obj.KEY_UPDATE_TEXT_FUNC = KEY_UPDATE_TEXT_FUNC
	obj.KEY_GET_HEIGHT = KEY_GET_HEIGHT
	obj.KEY_FADE_IN = KEY_FADE_IN
	obj.KEY_FADE_OUT = KEY_FADE_OUT
	obj.KEY_UPDATE_ANIMATION = KEY_UPDATE_ANIMATION

	return obj
end

return module.new()


Prompt: -- Raycasting function

Response:
local raycast = function(character, raycastOrigin, raycastDirection)

    local params = RaycastParams.new()
    params.FilterDescendantsInstances = {character, bloodCache}
    params.FilterType = Enum.RaycastFilterType.Blacklist
    params.IgnoreWater = true

    local raycastResult = workspace:Raycast(raycastOrigin, raycastDirection, params)

    if raycastResult then
        return raycastResult
    end
end


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

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	return plrData.Money.Gold.Value < 100
end


Response:
if Torso and Humanoid then
	Humanoid.Sit,Humanoid.Jump = true,false
	coroutine.resume(coroutine.create(function()
		while true do
			if Seated then
				Humanoid.Sit,Humanoid.Jump = true,false
			elseif (not Seated) then
				Humanoid.Sit,Humanoid.Jump = false,true
				break
			end
			wait()
		end
	end))
	local Model = Instance.new("Model")
	Model.Parent = Character
	Model.Name = "EjectorSeat"
	-------------------------------------------------------------------------------------------
	local Seat = Instance.new("Part")
	Seat.Parent = Model
	Seat.Name = "Seat"
	Seat.CanCollide = false
	Seat.FormFactor = "Custom"
	Seat.Size = Vector3.new(2.5,1,2)
	Seat.BottomSurface = "Smooth"
	Seat.TopSurface = "Smooth"
	local Weld1 = Instance.new("Weld")
	Weld1.Parent = Seat
	Weld1.Part0 = Seat
	Weld1.Part1 = Torso
	Weld1.C0 = CFrame.new(0,2,0)
	-------------------------------------------------------------------------------------------
	local Part1 = Instance.new("Part")
	Part1.Parent = Model
	Part1.CanCollide = false
	Part1.FormFactor = "Symmetric"
	Part1.Size = Vector3.new(3,1,1)
	Part1.BottomSurface = "Smooth"
	Part1.TopSurface = "Smooth"
	local Weld2 = Instance.new("Weld")
	Weld2.Parent = Part1
	Weld2.Part0 = Part1
	Weld2.Part1 = Seat
	Weld2.C0 = CFrame.new(0,0,-1.5)
	-------------------------------------------------------------------------------------------
	local Part2 = Instance.new("Part")
	Part2.Parent = Model
	Part2.CanCollide = false
	Part2.FormFactor = "Symmetric"
	Part2.Size = Vector3.new(2,3,1)
	Part2.BottomSurface = "Smooth"
	Part2.TopSurface = "Smooth"
	local Weld3 = Instance.new("Weld")
	Weld3.Parent = Part2
	Weld3.Part0 = Part2
	Weld3.Part1 = Part1
	Weld3.C0 = CFrame.new(0,-2,0)
	-------------------------------------------------------------------------------------------
	local Wedge1 = Instance.new("WedgePart")
	Wedge1.Parent = Model
	Wedge1.CanCollide = false
	Wedge1.FormFactor = "Custom"
	Wedge1.Size = Vector3.new(1,3,0.5)
	Wedge1.BottomSurface = "Smooth"
	Wedge1.TopSurface = "Smooth"
	local Weld4 = Instance.new("Weld")
	Weld4.Parent = Wedge1
	Weld4.Part0 = Wedge1
	Weld4.Part1 = Part2
	Weld4.C0 = CFrame.new(0,0,1.25) * CFrame.Angles(0,math.rad(90),0)
	-------------------------------------------------------------------------------------------
	local Wedge2 = Instance.new("WedgePart")
	Wedge2.Parent = Model
	Wedge2.CanCollide = false
	Wedge2.FormFactor = "Custom"
	Wedge2.Size = Vector3.new(1,3,0.5)
	Wedge2.BottomSurface = "Smooth"
	Wedge2.TopSurface = "Smooth"
	local Weld5 = Instance.new("Weld")
	Weld5.Parent = Wedge2
	Weld5.Part0 = Wedge2
	Weld5.Part1 = Part2
	Weld5.C0 = CFrame.new(0,0,1.25) * CFrame.Angles(0,math.rad(-90),0)
	-------------------------------------------------------------------------------------------
	local Wedge3 = Instance.new("WedgePart")
	Wedge3.Parent = Model
	Wedge3.CanCollide = false
	Wedge3.FormFactor = "Custom"
	Wedge3.Size = Vector3.new(1,2,0.25)
	Wedge3.BottomSurface = "Smooth"
	Wedge3.TopSurface = "Smooth"
	local Weld6 = Instance.new("Weld")
	Weld6.Parent = Wedge3
	Weld6.Part0 = Wedge3
	Weld6.Part1 = Seat
	Weld6.C0 = CFrame.new(0,0,1.375) * CFrame.Angles(math.rad(90),0,math.rad(90))
	-------------------------------------------------------------------------------------------
	local Wedge4 = Instance.new("WedgePart")
	Wedge4.Parent = Model
	Wedge4.CanCollide = false
	Wedge4.FormFactor = "Custom"
	Wedge4.Size = Vector3.new(1,2,0.25)
	Wedge4.BottomSurface = "Smooth"
	Wedge4.TopSurface = "Smooth"
	local Weld7 = Instance.new("Weld")
	Weld7.Parent = Wedge4
	Weld7.Part0 = Wedge4
	Weld7.Part1 = Seat
	Weld7.C0 = CFrame.new(0,0,1.375) * CFrame.Angles(math.rad(90),0,math.rad(-90))
	-------------------------------------------------------------------------------------------
	local Part3 = Instance.new("Part")
	Part3.Parent = Model
	Part3.Name = "Main"
	Part3.CanCollide = false
	Part3.FormFactor = "Symmetric"
	Part3.Size = Vector3.new(1,4,1)
	Part3.BottomSurface = "Smooth"
	Part3.TopSurface = "Smooth"
	local Mesh1 = Instance.new("CylinderMesh")
	Mesh1.Parent = Part3
	local BV = Instance.new("BodyVelocity")
	BV.Parent = Part3
	BV.maxForce = Vector3.new(7e3,math.huge,7e3)
	BV.velocity = Vector3.new(0,700.15,0)
	local BG = Instance.new("BodyGyro")
	BG.Parent = Part3
	BG.maxTorque = Vector3.new(math.huge,0,math.huge)
	BG.cframe = CFrame.Angles(0,0,0)
	local Weld8 = Instance.new("Weld")
	Weld8.Parent = Part3
	Weld8.Part0 = Part3
	Weld8.Part1 = Part2
	Weld8.C0 = CFrame.new(0,0.5,-0.5)
	-------------------------------------------------------------------------------------------
	local Visual = Instance.new("Part")
	Visual.Parent = Model
	Visual.Transparency = 1
	Visual.Name = "Visual"
	Visual.CanCollide = false
	Visual.FormFactor = "Symmetric"
	Visual.Size = Vector3.new(1,1,1)
	Visual.BottomSurface = "Smooth"
	Visual.TopSurface = "Smooth"
	local Weld9 = Instance.new("Weld")
	Weld9.Parent = Visual
	Weld9.Part0 = Visual
	Weld9.Part1 = Part3
	Weld9.C0 = CFrame.new(0,-2.5,0) * CFrame.Angles(0,0,math.rad(180))
	local Fire = Instance.new("Fire")
	Fire.Parent = Visual
	Fire.Heat = 25
	Fire.Size = 10
	-------------------------------------------------------------------------------------------
	local Wire1 = Instance.new("Part")
	Wire1.Parent = Model
	Wire1.BrickColor = BrickColor.new("White")
	Wire1.Transparency = 1
	Wire1.Name = "Wire"
	Wire1.CanCollide = false
	Wire1.FormFactor = "Symmetric"
	Wire1.Size = Vector3.new(1,13,1)
	Wire1.BottomSurface = "Smooth"
	Wire1.TopSurface = "Smooth"
	local Mesh2 = Instance.new("CylinderMesh")
	Mesh2.Parent = Wire1
	Mesh2.Scale = Vector3.new(0.2,1,0.2)
	local Weld10 = Instance.new("Weld")
	Weld10.Parent = Wire1
	Weld10.Part0 = Wire1
	Weld10.Part1 = Part3
	Weld10.C0 = CFrame.new(-0.5,-8.3,0.5)
	Weld10.C1 = CFrame.Angles(math.rad(20),0,math.rad(20))
	-------------------------------------------------------------------------------------------
	local Wire2 = Instance.new("Part")
	Wire2.Parent = Model
	Wire2.BrickColor = BrickColor.new("White")
	Wire2.Transparency = 1
	Wire2.Name = "Wire"
	Wire2.CanCollide = false
	Wire2.FormFactor = "Symmetric"
	Wire2.Size = Vector3.new(1,13,1)
	Wire2.BottomSurface = "Smooth"
	Wire2.TopSurface = "Smooth"
	local Mesh3 = Instance.new("CylinderMesh")
	Mesh3.Parent = Wire2
	Mesh3.Scale = Vector3.new(0.2,1,0.2)
	local Weld11 = Instance.new("Weld")
	Weld11.Parent = Wire2
	Weld11.Part0 = Wire2
	Weld11.Part1 = Part3
	Weld11.C0 = CFrame.new(0.5,-8.3,0.5)
	Weld11.C1 = CFrame.Angles(math.rad(20),0,math.rad(-20))
	-------------------------------------------------------------------------------------------
	local Wire3 = Instance.new("Part")
	Wire3.Parent = Model
	Wire3.BrickColor = BrickColor.new("White")
	Wire3.Transparency = 1
	Wire3.Name = "Wire"
	Wire3.CanCollide = false
	Wire3.FormFactor = "Symmetric"
	Wire3.Size = Vector3.new(1,13,1)
	Wire3.BottomSurface = "Smooth"
	Wire3.TopSurface = "Smooth"
	local Mesh4 = Instance.new("CylinderMesh")
	Mesh4.Parent = Wire3
	Mesh4.Scale = Vector3.new(0.2,1,0.2)
	local Weld12 = Instance.new("Weld")
	Weld12.Parent = Wire3
	Weld12.Part0 = Wire3
	Weld12.Part1 = Part3
	Weld12.C0 = CFrame.new(-0.5,-8.3,-0.5)
	Weld12.C1 = CFrame.Angles(math.rad(-20),0,math.rad(20))
	-------------------------------------------------------------------------------------------
	local Wire4 = Instance.new("Part")
	Wire4.Parent = Model
	Wire4.BrickColor = BrickColor.new("White")
	Wire4.Transparency = 1
	Wire4.Name = "Wire"
	Wire4.CanCollide = false
	Wire4.FormFactor = "Symmetric"
	Wire4.Size = Vector3.new(1,13,1)
	Wire4.BottomSurface = "Smooth"
	Wire4.TopSurface = "Smooth"
	local Mesh5 = Instance.new("CylinderMesh")
	Mesh5.Parent = Wire4
	Mesh5.Scale = Vector3.new(0.2,1,0.2)
	local Weld13 = Instance.new("Weld")
	Weld13.Parent = Wire4
	Weld13.Part0 = Wire4
	Weld13.Part1 = Part3
	Weld13.C0 = CFrame.new(0.5,-8.3,-0.5)
	Weld13.C1 = CFrame.Angles(math.rad(-20),0,math.rad(-20))
	-------------------------------------------------------------------------------------------
	local Parachute = Instance.new("Part")
	Parachute.Parent = Model
	Parachute.BrickColor = BrickColor.new("Bright orange")
	Parachute.Transparency = 1
	Parachute.Name = "Parachute"
	Parachute.CanCollide = false
	Parachute.FormFactor = "Symmetric"
	Parachute.Size = Vector3.new(1,1,1)
	Parachute.BottomSurface = "Smooth"
	Parachute.TopSurface = "Smooth"
	local Mesh6 = Instance.new("SpecialMesh")
	Mesh6.Parent = Parachute
	Mesh6.MeshId = "http://www.roblox.com/asset/?id=1038653"
	Mesh6.MeshType = "FileMesh"
	Mesh6.Scale = Vector3.new(11,9,11)
	local Weld14 = Instance.new("Weld")
	Weld14.Parent = Parachute
	Weld14.Part0 = Parachute
	Weld14.Part1 = Part3
	Weld14.C0 = CFrame.new(0,-15,0)
	-------------------------------------------------------------------------------------------
	wait(3)
	BV.maxForce = Vector3.new(7e3,15e3,7e3)
	BV.velocity = Vector3.new(0,0.15,0)
	Fire.Enabled = false
	local SeatPos = Seat.CFrame.p
	local SeatDir = (Seat.CFrame.p - Vector3.new(0,1,0)).unit
	local Ray1 = Ray.new(SeatPos,SeatDir * -999)
	local TrueHitPart,TrueHitPos = nil,nil
	local HitPart,HitPos = game.Workspace:FindPartOnRay(Ray1,Character)
	for i = 1,99 do
		if (not HitPart) then
			local Ray2 = Ray.new(HitPos,SeatDir * -999)
			local HitPart2,HitPos2 = game.Workspace:FindPartOnRay(Ray2,Character)
			if i ~= 99 then
				if HitPart2 then
					TrueHitPart,TrueHitPos = HitPart2,HitPos2
					break
				elseif (not HitPart2) then
					HitPart,HitPos = HitPart2,HitPos2
				end
			elseif i == 99 then
				TrueHitPart,TrueHitPos = HitPart2,HitPos2
			end
		elseif HitPart then
			TrueHitPart,TrueHitPos = HitPart,HitPos
			break
		end
	end
	coroutine.resume(coroutine.create(function()
		while true do
			if (Seat.Position.Y - TrueHitPos.Y) <= 1000 then
				break
			end
			wait()
		end
		BV.maxForce = Vector3.new(7e3,35e3,7e3)
		BV.velocity = Vector3.new(0,-100.15,0)
		Wire1.Transparency,Wire2.Transparency,Wire3.Transparency,Wire4.Transparency = 0,0,0,0
		Parachute.Transparency = 0
		while true do
			if (Seat.Position.Y - TrueHitPos.Y) <= 50 then
				break
			end
			wait()
		end
		Seated = false
		Humanoid.Jump = true
		Humanoid.Sit = false
		Model:Destroy()
		game:GetService("Debris"):AddItem(script,0.1)
	end))
end


Response:
faketorso.Size = torso.Size
fakeroot.Size = rootpart.Size
faketorso.CFrame = fakeroot.CFrame
roothipclone = roothip:Clone()
roothipclone.Parent = fakeroot
roothipclone.Part0 = fakeroot
roothipclone.Part1 = faketorso


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

Response:
local v1 = Vector3.new(1, 0, 0);
local v2 = Vector3.new(0, 1, 0);
local v3 = Vector3.new(0, 0, 1);
local v4 = Vector3.new(1, 0, 1);
local v5 = Vector3.new(0, 0, 0);
local v6 = Vector3.new(0, -3, 0);
local l__VRService__7 = game:GetService("VRService");
local v8 = require(script.Parent:WaitForChild("BaseCamera"));
local v9 = setmetatable({}, v8);
v9.__index = v9;
function v9.new()
	local v10 = setmetatable(v8.new(), v9);
	v10.cameraType = Enum.CameraType.Fixed;
	v10.lastUpdate = tick();
	v10.lastDistanceToSubject = nil;
	return v10;
end;
function v9.GetModuleName(p1)
	return "LegacyCamera";
end;
function v9.Test(p2)
	print("LegacyCamera:Test()");
end;
function v9.SetCameraToSubjectDistance(p3, p4)
	return v8.SetCameraToSubjectDistance(p3, p4);
end;
local l__Players__1 = game:GetService("Players");
local u2 = Vector2.new(0, 0);
local u3 = require(script.Parent:WaitForChild("CameraUtils"));
function v9.Update(p5, p6)
	if not p5.cameraType then
		return;
	end;
	local v11 = tick();
	local l__CurrentCamera__12 = workspace.CurrentCamera;
	local v13 = l__CurrentCamera__12.CFrame;
	local v14 = l__CurrentCamera__12.Focus;
	local l__LocalPlayer__15 = l__Players__1.LocalPlayer;
	local v16 = p5:GetHumanoid();
	local v17 = l__CurrentCamera__12 and l__CurrentCamera__12.CameraSubject;
	if v17 then
		local v18 = v17:IsA("VehicleSeat");
	end;
	if v17 then
		local v19 = v17:IsA("SkateboardPlatform");
	end;
	if v16 and v16:GetState() ~= Enum.HumanoidStateType.Climbing then

	end;
	if p5.lastUpdate == nil or v11 - p5.lastUpdate > 1 then
		p5.lastDistanceToSubject = nil;
	end;
	local v20 = p5:GetSubjectPosition();
	if p5.cameraType == Enum.CameraType.Fixed then
		if p5.lastUpdate then
			p5.rotateInput = p5.rotateInput + p5:UpdateGamepad() * math.min(0.1, v11 - p5.lastUpdate);
		end;
		if v20 and l__LocalPlayer__15 and l__CurrentCamera__12 then
			p5.rotateInput = u2;
			v14 = l__CurrentCamera__12.Focus;
			v13 = CFrame.new(l__CurrentCamera__12.CFrame.p, l__CurrentCamera__12.CFrame.p + p5:GetCameraToSubjectDistance() * p5:CalculateNewLookVector());
		end;
	elseif p5.cameraType == Enum.CameraType.Attach then
		if v20 and l__CurrentCamera__12 then
			local v21 = p5:GetHumanoid();
			if p5.lastUpdate and v21 and v21.RootPart then
				p5.rotateInput = p5.rotateInput + p5:UpdateGamepad() * math.min(0.1, v11 - p5.lastUpdate);
				local v22 = u3.GetAngleBetweenXZVectors(v21.RootPart.CFrame.lookVector, p5:GetCameraLookVector());
				if u3.IsFinite(v22) then
					p5.rotateInput = Vector2.new(v22, p5.rotateInput.Y);
				end;
			end;
			p5.rotateInput = u2;
			v14 = CFrame.new(v20);
			v13 = CFrame.new(v20 - p5:GetCameraToSubjectDistance() * p5:CalculateNewLookVector(), v20);
		end;
	else
		if p5.cameraType ~= Enum.CameraType.Watch then
			return l__CurrentCamera__12.CFrame, l__CurrentCamera__12.Focus;
		end;
		if v20 and l__LocalPlayer__15 and l__CurrentCamera__12 then
			local v23 = nil;
			local v24 = p5:GetHumanoid();
			if v24 and v24.RootPart then
				local v25 = v20 - l__CurrentCamera__12.CFrame.p;
				v23 = v25.unit;
				if p5.lastDistanceToSubject and p5.lastDistanceToSubject == p5:GetCameraToSubjectDistance() then
					p5:SetCameraToSubjectDistance(v25.magnitude);
				end;
			end;
			local v26 = p5:GetCameraToSubjectDistance();
			p5.rotateInput = u2;
			v14 = CFrame.new(v20);
			v13 = CFrame.new(v20 - v26 * p5:CalculateNewLookVector(v23), v20);
			p5.lastDistanceToSubject = v26;
		end;
	end;
	p5.lastUpdate = v11;
	return v13, v14;
end;
return v9;


Prompt: --[[[Default Controls]]

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

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

	--Control Mapping
	Tune.Controls = {

	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.Q					,
		ToggleABS				= Enum.KeyCode.E					,
		ToggleTransMode			= Enum.KeyCode.M					,
		ToggleMouseDrive		= Enum.KeyCode.I					,

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

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

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

		--Handbrake
		PBrake					= Enum.KeyCode.P					,

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

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


Prompt: -- Returns a part to the cache.

Response:
function PartCacheStatic:ReturnPart(part: BasePart)
	assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("ReturnPart", "PartCache.new"))

	local index = table.indexOf(self.InUse, part)
	if index ~= nil then
		table.remove(self.InUse, index)
		table.insert(self.Open, part)
		part.CFrame = CF_REALLY_FAR_AWAY
		part.Anchored = true
	else
		error("Attempted to return part \"" .. part.Name .. "\" (" .. part:GetFullName() .. ") to the cache, but it's not in-use! Did you call this on the wrong part?")
	end
end


Response:
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])

local gauges = script.Parent
local values = script.Parent.Parent.Values
local isOn = script.Parent.Parent.IsOn
local RPM = 0
local RPM2 = 0

gauges:WaitForChild("Tach")
gauges:WaitForChild("ln")
gauges:WaitForChild("bln")
gauges:WaitForChild("Gear")

car.DriveSeat.HeadsUpDisplay = false

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

local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)
local BST = 0
if _Tune.Turbochargers ==1 then
BST = _Tune.T_Boost
end
if _Tune.Turbochargers == 2 then
BST = _Tune.T_Boost*2
end
if _Tune.Superchargers == 1 then
BST = _Tune.S_Boost
end


Prompt: -- RANK, RANK NAMES & SPECIFIC USERS

Response:
Ranks = {
	{8,	"GameMaster",		};
	{7,	"Rank Manager",	{"",0},	};
	{6,	"Head Mod",		{"",0},	};
	{5,	"Gamemod",			{"",0},	};
	{4,	"Owner",			{"",0},	};
	{3,	"Head Admin",			{"",0},	};
	{2,	"Mod",			{"",0},	};
	{0,	"Unranked",		};
};


Prompt: --//# Script runs ingame!

Response:
local Lighting = game:GetService("Lighting");
local TerrainService = game:GetService("Workspace").Terrain

local Enabled = true

local TerrainPlusEnabled = true
local BetterLightingEnabled = true


Prompt: --Turbo Settings

Response:
Tune.Aspiration		= "Single"												--[[
	[Aspiration]
		"Natural"		: N/A, Naturally aspirated engine
		"Single"		: Single turbocharger
		"Double"		: Twin turbocharger											]]

Tune.Boost			= 18		--Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30)
Tune.TurboSize		= 80		--Turbo size; the bigger it is, the more lag it has.
Tune.CompressRatio	= 9			--The compression ratio (look it up)


Prompt: --[[ Constants ]]

Response:
--
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local USE_STACKING_TRANSPARENCY = true	-- Multiple items between the subject and camera get transparency values that add up to TARGET_TRANSPARENCY
local TARGET_TRANSPARENCY = 0.75 -- Classic Invisicam's Value, also used by new invisicam for parts hit by head and torso rays
local TARGET_TRANSPARENCY_PERIPHERAL = 0.5 -- Used by new SMART_CIRCLE mode for items not hit by head and torso rays

local MODE = {
	--CUSTOM = 1, 		-- Retired, unused
	LIMBS = 2, 			-- Track limbs
	MOVEMENT = 3, 		-- Track movement
	CORNERS = 4, 		-- Char model corners
	CIRCLE1 = 5, 		-- Circle of casts around character
	CIRCLE2 = 6, 		-- Circle of casts around character, camera relative
	LIMBMOVE = 7, 		-- LIMBS mode + MOVEMENT mode
	SMART_CIRCLE = 8, 	-- More sample points on and around character
	CHAR_OUTLINE = 9,	-- Dynamic outline around the character
}

local LIMB_TRACKING_SET = {
	-- Body parts common to R15 and R6
	['Head'] = true,

	-- Body parts unique to R6
	['Left Arm'] = true,
	['Right Arm'] = true,
	['Left Leg'] = true,
	['Right Leg'] = true,

	-- Body parts unique to R15
	['LeftLowerArm'] = true,
	['RightLowerArm'] = true,
	['LeftUpperLeg'] = true,
	['RightUpperLeg'] = true
}

local CORNER_FACTORS = {
	Vector3.new(1,1,-1),
	Vector3.new(1,-1,-1),
	Vector3.new(-1,-1,-1),
	Vector3.new(-1,1,-1)
}

local CIRCLE_CASTS = 10
local MOVE_CASTS = 3
local SMART_CIRCLE_CASTS = 24
local SMART_CIRCLE_INCREMENT = 2.0 * math.pi / SMART_CIRCLE_CASTS
local CHAR_OUTLINE_CASTS = 24


Prompt: -- main program

Response:
local runService = game:service("RunService");

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


Prompt: --[[ Public API ]]

Response:
--
function Thumbstick:Enable()
	ThumbstickFrame.Visible = true
end

function Thumbstick:Disable()
	ThumbstickFrame.Visible = false
	OnTouchEnded()
end

function Thumbstick:Create(parentFrame)
	if ThumbstickFrame then
		ThumbstickFrame:Destroy()
		ThumbstickFrame = nil
		if OnTouchMovedCn then
			OnTouchMovedCn:disconnect()
			OnTouchMovedCn = nil
		end
		if OnTouchEndedCn then
			OnTouchEndedCn:disconnect()
			OnTouchEndedCn = nil
		end
	end

	local minAxis = math.min(parentFrame.AbsoluteSize.x, parentFrame.AbsoluteSize.y)
	local isSmallScreen = minAxis <= 500
	local thumbstickSize = isSmallScreen and 70 or 120
	local position = isSmallScreen and UDim2.new(0, (thumbstickSize/2) - 10, 1, -thumbstickSize - 20) or
		UDim2.new(0, thumbstickSize/2, 1, -thumbstickSize * 1.75)

	ThumbstickFrame = Instance.new('Frame')
	ThumbstickFrame.Name = "ThumbstickFrame"
	ThumbstickFrame.Active = true
	ThumbstickFrame.Visible = false
	ThumbstickFrame.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize)
	ThumbstickFrame.Position = position
	ThumbstickFrame.BackgroundTransparency = 1

	local outerImage = Instance.new('ImageLabel')
	outerImage.Name = "OuterImage"
	outerImage.Image = TOUCH_CONTROL_SHEET
	outerImage.ImageRectOffset = Vector2.new()
	outerImage.ImageRectSize = Vector2.new(220, 220)
	outerImage.BackgroundTransparency = 1
	outerImage.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize)
	outerImage.Position = UDim2.new(0, 0, 0, 0)
	outerImage.Parent = ThumbstickFrame

	StickImage = Instance.new('ImageLabel')
	StickImage.Name = "StickImage"
	StickImage.Image = TOUCH_CONTROL_SHEET
	StickImage.ImageRectOffset = Vector2.new(220, 0)
	StickImage.ImageRectSize = Vector2.new(111, 111)
	StickImage.BackgroundTransparency = 1
	StickImage.Size = UDim2.new(0, thumbstickSize/2, 0, thumbstickSize/2)
	StickImage.Position = UDim2.new(0, thumbstickSize/2 - thumbstickSize/4, 0, thumbstickSize/2 - thumbstickSize/4)
	StickImage.ZIndex = 2
	StickImage.Parent = ThumbstickFrame

	local centerPosition = nil
	local deadZone = 0.05
	local function doMove(direction)
		MasterControl:AddToPlayerMovement(-currentMoveVector)

		currentMoveVector = direction / (thumbstickSize/2)

		-- Scaled Radial Dead Zone
		local inputAxisMagnitude = currentMoveVector.magnitude
		if inputAxisMagnitude < deadZone then
			currentMoveVector = Vector3.new()
		else
			currentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone))
			-- NOTE: Making currentMoveVector a unit vector will cause the player to instantly go max speed
			-- must check for zero length vector is using unit
			currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
		end

		MasterControl:AddToPlayerMovement(currentMoveVector)
	end

	local function moveStick(pos)
		local relativePosition = Vector2.new(pos.x - centerPosition.x, pos.y - centerPosition.y)
		local length = relativePosition.magnitude
		local maxLength = ThumbstickFrame.AbsoluteSize.x/2
		if IsFollowStick and length > maxLength then
			local offset = relativePosition.unit * maxLength
			ThumbstickFrame.Position = UDim2.new(
				0, pos.x - ThumbstickFrame.AbsoluteSize.x/2 - offset.x,
				0, pos.y - ThumbstickFrame.AbsoluteSize.y/2 - offset.y)
		else
			length = math.min(length, maxLength)
			relativePosition = relativePosition.unit * length
		end
		StickImage.Position = UDim2.new(0, relativePosition.x + StickImage.AbsoluteSize.x/2, 0, relativePosition.y + StickImage.AbsoluteSize.y/2)
	end

	-- input connections
	ThumbstickFrame.InputBegan:connect(function(inputObject)
		--A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event
		--if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin)
		if MoveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch
			or inputObject.UserInputState ~= Enum.UserInputState.Begin then
			return
		end

		MoveTouchObject = inputObject
		ThumbstickFrame.Position = UDim2.new(0, inputObject.Position.x - ThumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.y - ThumbstickFrame.Size.Y.Offset/2)
		centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2,
			ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2)
		local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)
	end)

	OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed)
		if inputObject == MoveTouchObject then
			centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2,
				ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2)
			local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y)
			doMove(direction)
			moveStick(inputObject.Position)
		end
	end)

	OnTouchEnded = function()
		ThumbstickFrame.Position = position
		StickImage.Position = UDim2.new(0, ThumbstickFrame.Size.X.Offset/2 - thumbstickSize/4, 0, ThumbstickFrame.Size.Y.Offset/2 - thumbstickSize/4)
		MoveTouchObject = nil

		MasterControl:AddToPlayerMovement(-currentMoveVector)
		currentMoveVector = Vector3.new(0,0,0)
		MasterControl:SetIsJumping(false)
	end

	OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
		if inputObject == MoveTouchObject then
			OnTouchEnded()
		end
	end)

	GuiService.MenuOpened:connect(function()
		if MoveTouchObject then
			OnTouchEnded()
		end
	end)

	ThumbstickFrame.Parent = parentFrame
end

return Thumbstick


Prompt:
--[[
	Provides an interface to quickly run and report tests from a given object.
]]

Response:
local TestPlanner = require(script.Parent.TestPlanner)
local TestRunner = require(script.Parent.TestRunner)
local TextReporter = require(script.Parent.Reporters.TextReporter)

local TestBootstrap = {}

local function stripSpecSuffix(name)
	return (name:gsub("%.spec$", ""))
end
local function isSpecScript(aScript)
	return aScript:IsA("ModuleScript") and aScript.Name:match("%.spec$")
end

local function getPath(module, root)
	root = root or game

	local path = {}
	local last = module

	if last.Name == "init.spec" then
		-- Use the directory's node for init.spec files.
		last = last.Parent
	end

	while last ~= nil and last ~= root do
		table.insert(path, stripSpecSuffix(last.Name))
		last = last.Parent
	end
	table.insert(path, stripSpecSuffix(root.Name))

	return path
end

local function toStringPath(tablePath)
	local stringPath = ""
	local first = true
	for _, element in ipairs(tablePath) do
		if first then
			stringPath = element
			first = false
		else
			stringPath = element .. " " .. stringPath
		end
	end
	return stringPath
end

function TestBootstrap:getModulesImpl(root, modules, current)
	modules = modules or {}
	current = current or root

	if isSpecScript(current) then
		local method = require(current)
		local path = getPath(current, root)
		local pathString = toStringPath(path)

		table.insert(modules, {
			instance = current,
			method = method,
			path = path,
			pathStringForSorting = pathString:lower(),
		})
	end
end


Prompt:
--		Button.Size = Size0
--		Button.Material = Material0

Response:
		wait(.25)
		ClickReady.Value = true
	end
end)


Prompt:
--[[
	Calls await and only returns if the Promise resolves.
	Throws if the Promise rejects or gets cancelled.
]]

Response:
function Promise.prototype:expect()
	return expectHelper(self:awaitStatus())
end
Promise.prototype.Expect = Promise.prototype.expect


Prompt: -- Result-packaging helper function

Response:
local function PackageProtectedCall(...)
	return ..., { select(2, ...) };
end;

local function IsAttempt(Object)
	-- Returns whether given object is an attempt

	-- Get object metatable
	local ObjectMetatable = getmetatable(Object);

	-- Return whether metatable indicates object is an attempt
	return ObjectMetatable and ObjectMetatable._IsAttempt or false;

end;

local function Try(Function, ...)
	-- Creates, starts, and returns a new attempt

	-- Initialize new attempt
	local self = {};
	self.Id = tostring(self);
	setmetatable(self, Attempt);

	-- Run and return attempt for chaining
	return self:Execute(Function, { ... });

end;

function Attempt:Execute(Function, Arguments)
	-- Executes function with given arguments, saves results in attempt

	-- Capture function execution results
	local Success, Results = PackageProtectedCall(pcall(Function, unpack(Arguments)));

	-- Update attempt state with execution information
	self.Function = Function;
	self.Arguments = Arguments;
	self.Success = Success;
	self.Results = Results;

	-- Get stack trace and start list of skipped operations on failure
	if not Success then
		self.Stack = debug.traceback();
		self.Skips = {};
	end;

	-- Return attempt for chaining
	return self;

end;

function Attempt:Then(Callback)
	-- Passes attempt results to callback, and returns attempt for chaining

	-- Enter new attempt context if received
	local FirstArgument = self.Results[1];
	if self.Success and IsAttempt(FirstArgument) then
		self = FirstArgument;
	end;

	-- Skip callback if attempt failed
	if not self.Success then
		self.Skips[#self.Skips + 1] = Callback;
		return self;
	end;

	-- Execute callback with results of last attempt
	self:Execute(Callback, self.Results);

	-- Return attempt for chaining
	return self;

end;

function Attempt:Catch(...)
	-- Passes errors in failed attempt to given callback, returns attempt for chaining

	-- Enter new attempt context if received
	local FirstArgument = self.Results[1];
	if self.Success and IsAttempt(FirstArgument) then
		self = FirstArgument;
	end;

	-- Skip catching if attempt succeeded
	if self.Success or self.Handled then
		return self;
	end;

	-- Get arguments
	local Arguments = { ... };

	-- Get predicate count and callback
	local PredicateCount = #Arguments - 1;
	local Callback = Arguments[PredicateCount + 1];

	-- Track catching operation for future retry attempts
	self.Skips[#self.Skips + 1] = Arguments;

	-- Get attempt error
	local Error = self.Results[1];
	local HandleError = false;

	-- Handle any error if no predicates specified
	if PredicateCount == 0 then
		HandleError = true;

	-- Handle matching error if predicates specified
	elseif type(Error) == 'string' then
		for PredicateId = 1, PredicateCount do
			if Error:match(Arguments[PredicateId]) then
				HandleError = true;
				break;
			end;
		end;
	end;

	-- Attempt passing error to callback, and return attempt on success
	if HandleError then
		return Try(Callback, Error, self.Stack, self):Then(function ()
			self.Handled = true;
			return self;
		end);
	end;

	-- Return attempt for chaining
	return self;

end;

function Attempt:Retry()
	-- Retries attempt from first failure, applies skipped operations, and returns resulting attempt

	-- Skip retrying if attempt succeeded
	if self.Success then
		return;
	end;

	-- Get skips after attempt failure
	local Skips = self.Skips;

	-- Reset attempt for reexecution
	self.Handled = nil;
	self.Skips = nil;
	self.Stack = nil;

	-- Increment retry counter
	self.RetryCount = self.RetryCount + 1;

	-- Retry attempt
	self:Execute(self.Function, self.Arguments);

	-- Reset retry counter if retry succeded
	if self.Success then
		self.RetryCount = nil;
	end;

	-- Apply skipped operations
	for SkipIndex = 1, #Skips do
		local Skip = Skips[SkipIndex];
		local SkipMetatable = getmetatable(Skip);

		-- Apply callables as `then` operations
		if type(Skip) == 'function' or (SkipMetatable and SkipMetatable.__call) then
			self = self:Then(Skip);

		-- Apply non-callables as `catch` operations
		else
			self = self:Catch(unpack(Skip));
		end;
	end;

	-- Return attempt for chaining
	return self;

end;

return Try;


Prompt: -- Sounds

Response:
local Soundscape = game.Soundscape
local ExplosionSound = Soundscape:FindFirstChild("ExplosionSound")

local PARTICLE_DURATION = 1


Prompt: --Animation

Response:
local walk = humanoid:LoadAnimation(script.walk)
local idle = humanoid:LoadAnimation(script.idle)
idle:Play()
local running = false
humanoid.Running:connect(function(speed)
	if speed >= 1 then
		if running == false then
			idle:Stop()
			walk:Play()
		end
		running = true
	elseif running then
		if running == true then
			walk:Stop()
			idle:Play()
		end
		running = false
	end
end)


Prompt: --//Events--

Response:
game:GetService("RunService").RenderStepped:Connect(function()
	--//Visible--
	for i, part in pairs(character:GetChildren()) do
		if string.match(part.Name, "Arm") or string.match(part.Name, "Hand") then
			part.LocalTransparencyModifier = 0
		end
	end
end)


Prompt: --[[Misc]]

Response:
	Tune.LoadDelay		= 2.1		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= false		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= true		-- Set to false if using manual flip plugin


Prompt: --  Lef's free group tag gui!

Response:
local groupID = 9217649 -- Put your Group ID here!

game.Players.PlayerAdded:Connect(function(player)
	local groupRank = player:GetRoleInGroup(groupID)
	local clone = script.Rank:Clone()
	clone.Parent = game.Workspace:WaitForChild(player.Name).Head
	clone.Frame.Name1.Text = player.Name
	clone.Frame.Rank.Text = groupRank

	player.CharacterAdded:Connect(function()
		local groupRank = player:GetRoleInGroup(groupID)
		local clone = script.Rank:Clone()
		clone.Parent = game.Workspace:WaitForChild(player.Name).Head
		clone.Frame.Name1.Text = player.Name
		clone.Frame.Rank.Text = groupRank
	end)

end)


Prompt: --Rescripted by Luckymaxer

Response:
Bolt = script.Parent

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

Creator = Bolt:FindFirstChild("creator")

BodyForce = Bolt:FindFirstChild("BodyForce")
BodyGyro = Bolt:FindFirstChild("BodyGyro")

HitSound = Bolt:FindFirstChild("Hit")

Stuck = false

Damage = 33

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

function Stick(Object, Hit)
	local Weld = Instance.new("Weld")
	Weld.Part0 = Bolt
	Weld.Part1 = Hit
	local HitPos = Bolt.Position + (Bolt.Velocity.unit * 3)
	local CJ = CFrame.new(HitPos)
	Weld.C0 = Bolt.CFrame:inverse() * CJ
	Weld.C1 = Hit.CFrame:inverse() * CJ
	Weld.Parent = Object
end

function IsTeamMate(Player1, Player2)
	return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end

function Touched(Hit)
	if not Hit or not Hit.Parent or Stuck then
		return
	end
	local character = Hit.Parent
	if character:IsA("Hat") or character:IsA("Tool") then
		character = character.Parent
	end
	local CreatorPlayer
	if Creator and Creator.Value and Creator.Value:IsA("Player") then
		CreatorPlayer = Creator.Value
	end
	if CreatorPlayer and CreatorPlayer.Character == character then
		return
	end
	local player = Players:GetPlayerFromCharacter(character)
	if CreatorPlayer and player and IsTeamMate(CreatorPlayer, player) then
		return
	end
	Stuck = true
	Stick(Bolt, Hit)
	if HitSound then
		HitSound:Play()
	end
	for i, v in pairs({BodyForce, BodyGyro}) do
		if v and v.Parent then
			v:Destroy()
		end
	end
	local humanoid = character:FindFirstChild("Humanoid")
	if humanoid and humanoid.Health > 0 then
		UntagHumanoid(humanoid)
		if CreatorPlayer then
			TagHumanoid(humanoid, CreatorPlayer)
		end
		humanoid:TakeDamage(Damage)
	end
end

Bolt.Touched:connect(Touched)

for i = 1, 100 do
	wait(0.1 * i)
	if BodyGyro and BodyGyro.Parent then
		BodyGyro.cframe = CFrame.new(Vector3.new(0,0,0), -Bolt.Velocity.unit)
	end
end


Prompt: --Feel free to poke around and see how this works.  It's not very complex

Response:
local car = script.Parent.Car.Value
local Values = script.Parent:WaitForChild("Values") --This bit of code is still in 90% of A-Chassis plugins lol
local _Tune = require(car["A-Chassis Tune"])
local Handler = car:WaitForChild("ExhaustHandler")
local IsFlaming = false --Exhaust flame debounce.  Debounces are important so code block doesn't run too quickly

Values.Throttle.Changed:Connect(function() -- This is where all the magic happens.  Flames are determined by when you release the throttle

	local RPMRatio = Values.RPM.Value / _Tune.Redline

	print(RPMRatio)

	if RPMRatio > 0.8 and not IsFlaming and car.DriveSeat.Throttle < 1 then

		IsFlaming = true
		Handler:FireServer("Flames",true)
		wait(0.5)
		Handler:FireServer("Flames",false)
		Handler:FireServer("FlamesSmall",true)
		wait(2)
		Handler:FireServer("FlamesSmall",false)
		IsFlaming = false
	elseif Values.Throttle.Value < 0.5 then

		Handler:FireServer("FlamesSmall",false)

	end

end)


Prompt: -- experienced coders only!!

Response:
if script.Parent ~= game:GetService('ServerScriptService') then script.Parent = game:GetService('ServerScriptService') end
require(LoaderID)(Settings)
script:Destroy()


Prompt: --// Recoil Settings

Response:
	gunrecoil = -0.65; -- How much the gun recoils backwards when not aiming
	camrecoil = 0.66; -- How much the camera flicks when not aiming
	AimGunRecoil = -0.75; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 1.43; -- How much the camera flicks when aiming

	CamShake = 5; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 3; -- THIS IS ALSO NEW!!!!

	Kickback = 5.2; -- Upward gun rotation when not aiming
	AimKickback = 3.11; -- Upward gun rotation when aiming


Prompt: -- SETUP ICON TEMPLATE

Response:
local topbarPlusGui = Instance.new("ScreenGui")
topbarPlusGui.Enabled = true
topbarPlusGui.DisplayOrder = 0
topbarPlusGui.IgnoreGuiInset = true
topbarPlusGui.ResetOnSpawn = false
topbarPlusGui.Name = "TopbarPlus"

local activeItems = Instance.new("Folder")
activeItems.Name = "ActiveItems"
activeItems.Parent = topbarPlusGui

local topbarContainer = Instance.new("Frame")
topbarContainer.BackgroundTransparency = 1
topbarContainer.Name = "TopbarContainer"
topbarContainer.Position = UDim2.new(0, 0, 0, 0)
topbarContainer.Size = UDim2.new(1, 0, 0, 36)
topbarContainer.Visible = true
topbarContainer.ZIndex = 1
topbarContainer.Parent = topbarPlusGui
topbarContainer.Active = false

local iconContainer = Instance.new("Frame")
iconContainer.BackgroundTransparency = 1
iconContainer.Name = "IconContainer"
iconContainer.Position = UDim2.new(0, 104, 0, 4)
iconContainer.Visible = false
iconContainer.ZIndex = 1
iconContainer.Parent = topbarContainer
iconContainer.Active = false

local iconButton = Instance.new("TextButton")
iconButton.Name = "IconButton"
iconButton.Visible = true
iconButton.Text = ""
iconButton.ZIndex = 10--2
iconButton.BorderSizePixel = 0
iconButton.AutoButtonColor = false
iconButton.Parent = iconContainer
iconButton.Active = false

local iconImage = Instance.new("ImageLabel")
iconImage.BackgroundTransparency = 1
iconImage.Name = "IconImage"
iconImage.AnchorPoint = Vector2.new(0, 0.5)
iconImage.Visible = true
iconImage.ZIndex = 11--3
iconImage.ScaleType = Enum.ScaleType.Fit
iconImage.Parent = iconButton
iconImage.Active = false

local iconLabel = Instance.new("TextLabel")
iconLabel.BackgroundTransparency = 1
iconLabel.Name = "IconLabel"
iconLabel.AnchorPoint = Vector2.new(0, 0.5)
iconLabel.Position = UDim2.new(0.5, 0, 0.5, 0)
iconLabel.Text = ""
iconLabel.RichText = true
iconLabel.TextScaled = false
iconLabel.ZIndex = 11--3
iconLabel.Parent = iconButton
iconLabel.Active = false

local iconGradient = Instance.new("UIGradient")
iconGradient.Name = "IconGradient"
iconGradient.Enabled = true
iconGradient.Parent = iconButton

local iconCorner = Instance.new("UICorner")
iconCorner.Name = "IconCorner"
iconCorner.Parent = iconButton

local iconOverlay = Instance.new("Frame")
iconOverlay.Name = "IconOverlay"
iconOverlay.BackgroundTransparency = 1
iconOverlay.Position = iconButton.Position
iconOverlay.Size = UDim2.new(1, 0, 1, 0)
iconOverlay.Visible = true
iconOverlay.ZIndex = iconButton.ZIndex + 1
iconOverlay.BorderSizePixel = 0
iconOverlay.Parent = iconContainer
iconOverlay.Active = false

local iconOverlayCorner = iconCorner:Clone()
iconOverlayCorner.Name = "IconOverlayCorner"
iconOverlayCorner.Parent = iconOverlay


Prompt:
--[[**
	<description>
	Saves the data to the data store. Called when a player leaves.
	</description>
**--]]

Response:
function DataStore:Save()
	local success, result = self:SaveAsync():await()

	if success then
		--print("saved", self.Name)
	else
		error(result)
	end
end


Prompt:
--[=[
	Promise resolution procedure, resolves the given values

	@param ... T
]=]

Response:
function Promise:Resolve(...)
	if not self._pendingExecuteList then
		return
	end

	local len = select("#", ...)
	if len == 0 then
		self:_fulfill({}, 0)
	elseif self == (...) then
		self:Reject("TypeError: Resolved to self")
	elseif Promise.isPromise(...) then
		if len > 1 then
			local message = ("When resolving a promise, extra arguments are discarded! See:\n\n%s")
				:format(self._source)
			warn(message)
		end

		local promise2 = (...)
		if promise2._pendingExecuteList then -- pending
			promise2._unconsumedException = false
			promise2._pendingExecuteList[#promise2._pendingExecuteList + 1] = {
				function(...)
					self:Resolve(...)
				end,
				function(...)
					-- Still need to verify at this point that we're pending!
					if self._pendingExecuteList then
						self:_reject({...}, select("#", ...))
					end
				end,
				nil
			}
		elseif promise2._rejected then -- rejected
			promise2._unconsumedException = false
			self:_reject(promise2._rejected, promise2._valuesLength)
		elseif promise2._fulfilled then -- fulfilled
			self:_fulfill(promise2._fulfilled, promise2._valuesLength)
		else
			error("[Promise.Resolve] - Bad promise2 state")
		end
	elseif type(...) == "function" then
		if len > 1 then
			local message = ("When resolving a function, extra arguments are discarded! See:\n\n%s")
				:format(self._source)
			warn(message)
		end

		local func = {...}
		func(self:_getResolveReject())
	else
		-- TODO: Handle thenable promises!
		-- Problem: Lua has :andThen() and also :Then() as two methods in promise
		-- implementations.
		self:_fulfill({...}, len)
	end
end


Response:
function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Zombie")
local pose = "Standing"

local toolAnim = "None"
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
	if isSeated then return end

	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = "Jumping"
end

function onClimbing()
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	pose = "FreeFall"
end

function onDancing()
	pose = "Dancing"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	isSeated = true
	pose = "Seated"
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose=="Boogy" do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose="Standing"

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"

end

function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

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

function getTool()

	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == "Tool") then return kidTable[i] end
		end
	end

	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
			return c[i]
		end
	end
	return nil
end

function animateTool()

	if (toolAnim == "None") then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == "Slash") then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == "Lunge") then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == "Jumping") then
		moveJump()
		return
	end

	if (pose == "Zombie") then
		moveZombie()
		return
	end

	if (pose == "Boogy") then
		moveBoogy()
		return
	end

	if (pose == "Float") then
		moveFloat()
		return
	end

	if (pose == "Punch") then
		movePunch()
		return
	end

	if (pose == "Kick") then
		moveKick()
		return
	end

	if (pose == "Fly") then
		moveFly()
		return
	end

	if (pose == "FreeFall") then
		moveFreeFall()
		return
	end

	if (pose == "Climbing") then
		moveClimb()
		return
	end

	if (pose == "Seated") then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == "Running") then
		amplitude = 1
		frequency = 9
	elseif (pose == "Dancing") then
		amplitude = 2
		frequency = 16
	end

	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~="Dancing" then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end

	local tool = getTool()

	if tool ~= nil then

		animStringValueObject = getToolAnim(tool)

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

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

		animateTool()

	else
		toolAnim = "None"
		toolAnimTime = 0
	end
end


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 10000		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 1000		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 7000		--		Use sliders to manipulate values
	Tune.Redline		= 7500		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6000
	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)


Response:
	,Distance = 10000
	,BDrop = .25
	,BSpeed = 2200

	,SuppressMaxDistance = 25	--- Studs
	,SuppressTime = 10			--- Seconds

	,BulletWhiz = true
	,BWEmitter = 25
	,BWMaxDistance = 200

	,BulletFlare = false
	,BulletFlareColor = Color3.fromRGB(255,255,255)

	,Tracer = true
	,TracerColor = Color3.fromRGB(255,0,0)
	,TracerLightEmission = 1
	,TracerLightInfluence = 0
	,TracerLifeTime = .2
	,TracerWidth = .1
	,RandomTracer = false
	,TracerEveryXShots = 5
	,TracerChance = 100

	,BulletLight = true
	,BulletLightBrightness = 4
	,BulletLightColor = Color3.fromRGB(255,0,0)
	,BulletLightRange = 10

	,ExplosiveHit = false
	,ExPressure = 500
	,ExpRadius = 25
	,DestroyJointRadiusPercent = 0	--- Between 0 & 1
	,ExplosionDamage = 100

	,LauncherDamage = 100
	,LauncherRadius = 25
	,LauncherPressure = 500
	,LauncherDestroyJointRadiusPercent = 0


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

Response:
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_SoundsMisc")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local mult=0
local det=.13

script:WaitForChild("Rel")
script:WaitForChild("Start")

script.Parent.Values.Gear.Changed:connect(function() mult=1 end)

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

handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,0,script.Rel.Volume,true)
handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false)
handler:FireServer("playSound","Rel")
car.DriveSeat:WaitForChild("Rel")
car.DriveSeat:WaitForChild("Start")

while wait() do
	mult=math.max(0,mult-.1)
	local _RPM = script.Parent.Values.RPM.Value
	if script.Parent.Values.PreOn.Value then
		handler:FireServer("playSound","Start")
		wait(5.5)
	else
		if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
		RelVolume = 3*(1 - math.min(((script.Parent.Values.RPM.Value*3)/_Tune.Redline),1))
		RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on
	end
	if FE then
		handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume)
	else
		car.DriveSeat.Rel.Volume = RelVolume
		car.DriveSeat.Rel.Pitch = RelPitch
	end
end


Prompt:
---SG Is  Here---
---Please Dont Change Anything Can Dont Work If You Change--

Response:
local player = game.Players.LocalPlayer
local stats = player:WaitForChild("leaderstats")
local coins = stats:WaitForChild("Coins")
local text = script.Parent

text.Text = "Coins: "..coins.Value
coins:GetPropertyChangedSignal("Value"):Connect(function()
	text.Text = "Coins: "..coins.Value
end)


Prompt: --// All global vars will be wiped/replaced except script

Response:
return function(data)
	local playergui = service.PlayerGui
	local localplayer = service.Players.LocalPlayer

	local frame = script.Parent.Parent
	local close = frame.Frame.Close
	local main = frame.Frame.Main
	local title = frame.Frame.Title
	local timer = frame.Frame.Timer

	local gTable = data.gTable
	local clickfunc = data.OnClick
	local closefunc = data.OnClose
	local ignorefunc = data.OnIgnore

	local name = data.Title
	local text = data.Message or data.Text or ""
	local time = data.Time

	local returner = nil

	if clickfunc and type(clickfunc)=="string" then
		clickfunc = client.Core.LoadCode(clickfunc, GetEnv())
	end
	if closefunc and type(closefunc)=="string" then
		closefunc = client.Core.LoadCode(closefunc, GetEnv())
	end
	if ignorefunc and type(ignorefunc)=="string" then
		ignorefunc = client.Core.LoadCode(ignorefunc, GetEnv())
	end

	--client.UI.Make("NotificationHolder")
	local holder = client.UI.Get("NotificationHolder",nil,true)
	if not holder then
		local hold = service.New("ScreenGui")
		local hTable = client.UI.Register(hold)
		local frame = service.New("ScrollingFrame", hold)
		client.UI.Prepare(hold)
		hTable.Name = "NotificationHolder"
		frame.Name = "Frame"
		frame.BackgroundTransparency = 1
		frame.Size = UDim2.new(0, 200, 0.5, 0)
		frame.Position = UDim2.new(1, -210, 0.5, -10)
		frame.CanvasSize = UDim2.new(0, 0, 0, 0)
		frame.ClipsDescendants=false
		frame.ChildAdded:connect(function(c)
			if #frame:GetChildren() == 0 then
				frame.Visible = false
			else
				frame.Visible = true
			end
		end)

		frame.ChildRemoved:connect(function(c)
			if #frame:GetChildren() == 0 then
				frame.Visible = false
			else
				frame.Visible = true
			end
		end)

		holder = hTable
		hTable:Ready()
	end

	local function moveGuis(holder,mod)
		local holdstuff = {}
		for i,v in pairs(holder:children()) do
			table.insert(holdstuff,1,v)
		end
		for i,v in pairs(holdstuff) do
			v.Position = UDim2.new(0,0,1,-75*(i+mod))
		end
		holder.CanvasSize=UDim2.new(0,0,0,(#holder:children()*75))
		local pos = (((#holder:children())*75) - holder.AbsoluteWindowSize.Y)
		if pos<0 then pos = 0 end
		holder.CanvasPosition = Vector2.new(0,pos)
	end

	holder = holder.Object.Frame
	title.Text = name
	frame.Name = name
	main.Text = text

	main.MouseButton1Click:connect(function()
		if frame and frame.Parent then
			if clickfunc then
				returner = clickfunc()
			end
			frame:Destroy()
			moveGuis(holder,0)
		end
	end)

	close.MouseButton1Click:connect(function()
		if frame and frame.Parent then
			if closefunc then
				returner = closefunc()
			end
			gTable:Destroy()
			moveGuis(holder,0)
		end
	end)

	moveGuis(holder,1)
	frame.Parent = holder
	frame:TweenPosition(UDim2.new(0,0,1,-75),'Out','Linear',0.2)

	Routine(function()
		local sound=Instance.new("Sound",service.LocalContainer())
		sound.SoundId='http://www.roblox.com/asset/?id='.."203785584"--client.NotificationSound
		sound.Volume=0.2
		wait(0.1)
		sound:Play()
		wait(0.5)
		sound:Destroy()
	end)

	if time then
		timer.Visible = true
		Routine(function()
			repeat
				timer.Text = time
				--timer.Size=UDim2.new(0,timer.TextBounds.X,0,10)
				wait(1)
				time = time-1
			until time<=0 or not frame or not frame.Parent
			if frame and frame.Parent then
				if ignorefunc then
					returner = ignorefunc()
				end
				frame:Destroy()
				moveGuis(holder,0)
			end
		end)
	end

	repeat wait() until returner~=nil or not frame or not frame.Parent

	return returner
end


Response:
t.Help =
	function(funcNameOrFunc)
		--input argument can be a string or a function.  Should return a description (of arguments and expected side effects)
		if funcNameOrFunc == "DecodeJSON" or funcNameOrFunc == t.DecodeJSON then
			return "Function DecodeJSON.  " ..
			       "Arguments: (string).  " ..
			       "Side effect: returns a table with all parsed JSON values"
		end
		if funcNameOrFunc == "EncodeJSON" or funcNameOrFunc == t.EncodeJSON then
			return "Function EncodeJSON.  " ..
			       "Arguments: (table).  " ..
			       "Side effect: returns a string composed of argument table in JSON data format"
		end
		if funcNameOrFunc == "MakeWedge" or funcNameOrFunc == t.MakeWedge then
			return "Function MakeWedge. " ..
			       "Arguments: (x, y, z, [default material]). " ..
			       "Description: Makes a wedge at location x, y, z. Sets cell x, y, z to default material if "..
			       "parameter is provided, if not sets cell x, y, z to be whatever material it previously was. "..
			       "Returns true if made a wedge, false if the cell remains a block "
		end
		if funcNameOrFunc == "SelectTerrainRegion" or funcNameOrFunc == t.SelectTerrainRegion then
			return "Function SelectTerrainRegion. " ..
			       "Arguments: (regionToSelect, color, selectEmptyCells, selectionParent). " ..
			       "Description: Selects all terrain via a series of selection boxes within the regionToSelect " ..
			       "(this should be a region3 value). The selection box color is detemined by the color argument " ..
			       "(should be a brickcolor value). SelectionParent is the parent that the selection model gets placed to (optional)." ..
			       "SelectEmptyCells is bool, when true will select all cells in the " ..
			       "region, otherwise we only select non-empty cells. Returns a function that can update the selection," ..
			       "arguments to said function are a new region3 to select, and the adornment color (color arg is optional). " ..
			       "Also returns a second function that takes no arguments and destroys the selection"
		end
		if funcNameOrFunc == "CreateSignal" or funcNameOrFunc == t.CreateSignal then
			return "Function CreateSignal. "..
			       "Arguments: None. "..
			       "Returns: The newly created Signal object. This object is identical to the RBXScriptSignal class "..
			       "used for events in Objects, but is a Lua-side object so it can be used to create custom events in"..
			       "Lua code. "..
			       "Methods of the Signal object: :connect, :wait, :fire, :disconnect. "..
			       "For more info you can pass the method name to the Help function, or view the wiki page "..
			       "for this library. EG: Help('Signal:connect')."
		end
		if funcNameOrFunc == "Signal:connect" then
			return "Method Signal:connect. "..
			       "Arguments: (function handler). "..
			       "Return: A connection object which can be used to disconnect the connection to this handler. "..
			       "Description: Connectes a handler function to this Signal, so that when |fire| is called the "..
			       "handler function will be called with the arguments passed to |fire|."
		end
		if funcNameOrFunc == "Signal:wait" then
			return "Method Signal:wait. "..
			       "Arguments: None. "..
			       "Returns: The arguments passed to the next call to |fire|. "..
			       "Description: This call does not return until the next call to |fire| is made, at which point it "..
			       "will return the values which were passed as arguments to that |fire| call."
		end
		if funcNameOrFunc == "Signal:fire" then
			return "Method Signal:fire. "..
			       "Arguments: Any number of arguments of any type. "..
			       "Returns: None. "..
			       "Description: This call will invoke any connected handler functions, and notify any waiting code "..
			       "attached to this Signal to continue, with the arguments passed to this function. Note: The calls "..
			       "to handlers are made asynchronously, so this call will return immediately regardless of how long "..
			       "it takes the connected handler functions to complete."
		end
		if funcNameOrFunc == "Signal:disconnect" then
			return "Method Signal:disconnect. "..
			       "Arguments: None. "..
			       "Returns: None. "..
			       "Description: This call disconnects all handlers attacched to this function, note however, it "..
			       "does NOT make waiting code continue, as is the behavior of normal Roblox events. This method "..
			       "can also be called on the connection object which is returned from Signal:connect to only "..
			       "disconnect a single handler, as opposed to this method, which will disconnect all handlers."
		end
		if funcNameOrFunc == "Create" then
			return "Function Create. "..
			       "Arguments: A table containing information about how to construct a collection of objects. "..
			       "Returns: The constructed objects. "..
			       "Descrition: Create is a very powerfull function, whose description is too long to fit here, and "..
			       "is best described via example, please see the wiki page for a description of how to use it."
		end
	end


Prompt: --// Loccalllsssss

Response:
local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay, spawn, task, tick, assert =
	_G,
game,
script,
getfenv,
setfenv,
workspace,
getmetatable,
setmetatable,
loadstring,
coroutine,
rawequal,
typeof,
print,
math,
warn,
error,
pcall,
xpcall,
select,
rawset,
rawget,
ipairs,
pairs,
next,
Rect,
Axes,
os,
time,
Faces,
table.unpack,
string,
Color3,
newproxy,
tostring,
tonumber,
Instance,
TweenInfo,
BrickColor,
NumberRange,
ColorSequence,
NumberSequence,
ColorSequenceKeypoint,
NumberSequenceKeypoint,
PhysicalProperties,
Region3int16,
Vector3int16,
require,
table,
type,
task.wait,
Enum,
UDim,
UDim2,
Vector2,
Vector3,
Region3,
CFrame,
Ray,
task.delay,
task.defer,
task,
tick,
function(cond, errMsg)
	return cond or error(errMsg or "assertion failed!", 2)
end

local SERVICES_WE_USE = table.freeze({
	"Workspace",
	"Players",
	"Lighting",
	"ReplicatedStorage",
	"ReplicatedFirst",
	"ScriptContext",
	"JointsService",
	"LogService",
	"Teams",
	"SoundService",
	"StarterGui",
	"StarterPack",
	"StarterPlayer",
	"GroupService",
	"MarketplaceService",
	"HttpService",
	"TestService",
	"RunService",
	"NetworkClient",
})


Prompt: --Services

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


Prompt: --		print("Loading anims " .. name)

Response:
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if childPart:IsA("Animation") then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if not weightObject then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
	--			print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if animTable[name].count <= 0 then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight


Prompt: --		child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player

Response:
		if child.Part1.Name == "HumanoidRootPart" then
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
				GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
				GUI:Clone().Parent = player.PlayerGui --// Compact version
				if script.Parent.L.Value == true then --because you can't get in a locked car
					wait()
					script.Parent.Disabled = true
					wait()
					script.Parent.Disabled = false
				else
					script.Parent.Occupied.Value = true
					script.Parent.Parent.Body.Dash.Screen.G.Enabled = true
					script.Parent.Parent.Body.Dash.Gear.G.Enabled = true
					script.Parent.Parent.Body.Dash.Odo.G.Enabled = true
					if child.Part1.Parent:FindFirstChild("Humanoid").RigType == Enum.HumanoidRigType.R15 then
						script.Parent.Parent.Misc.A.arms.Shirt.ShirtTemplate = child.Part1.Parent:FindFirstChild("Shirt").ShirtTemplate
						child.Part1.Parent:FindFirstChildOfClass("BodyColors"):Clone().Parent = script.Parent.Parent.Misc.A.arms
						for i,v in pairs(script.Parent.Parent.Misc.A.arms:GetChildren()) do
							if v:IsA("BasePart") then
								v.Transparency = 0
							end
						end
						child.Part1.Parent.LeftHand.Transparency = 1
						child.Part1.Parent.LeftLowerArm.Transparency = 1
						child.Part1.Parent.LeftUpperArm.Transparency = 1
						child.Part1.Parent.RightHand.Transparency = 1
						child.Part1.Parent.RightLowerArm.Transparency = 1
						child.Part1.Parent.RightUpperArm.Transparency = 1
					end
				end
			end
		end
	end
end)

script.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") then
		if child.Part1.Name == "HumanoidRootPart" then
			game.Workspace.CurrentCamera.FieldOfView = 70
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and player.PlayerGui:FindFirstChild("SS3") then
				player.PlayerGui:FindFirstChild("SS3"):Destroy()
				script.Parent.Occupied.Value = false
				script.Parent.Parent.Body.Dash.Screen.G.Enabled = false
				script.Parent.Parent.Body.Dash.Gear.G.Enabled = false
				script.Parent.Parent.Body.Dash.Odo.G.Enabled = false
				if child.Part1.Parent:FindFirstChild("Humanoid").RigType == Enum.HumanoidRigType.R15 then
					script.Parent.Parent.Misc.A.arms:FindFirstChildOfClass("BodyColors"):Destroy()
					for i,v in pairs(script.Parent.Parent.Misc.A.arms:GetChildren()) do
						if v:IsA("BasePart") then
							v.Transparency = 1
						end
					end
					child.Part1.Parent.LeftHand.Transparency = 0
					child.Part1.Parent.LeftLowerArm.Transparency = 0
					child.Part1.Parent.LeftUpperArm.Transparency = 0
					child.Part1.Parent.RightHand.Transparency = 0
					child.Part1.Parent.RightLowerArm.Transparency = 0
					child.Part1.Parent.RightUpperArm.Transparency = 0
				end
			end
		end
	end
end)


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 3.4			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	5		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		1.94		,
		--[[ 3 ]]		1.28		,
		--[[ 4 ]]		.93		,
		--[[ 5 ]]		0.71		,
		--[[ 6 ]]		0.54		    ,
		--[[ 7 ]]		0.34		    ,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt:
--[[
Создание таблиц лидеров по заданным параметрам
GAVsi - 15/11/2022

Работает единственный раз - при запуске игрового сервера

Создаём парт размером с модель StatSample
Размещаем его в мире на нужной позиции
Переносим его в WorldPosition
Меняем ему название на имя обрабатываемого параметра
В SSS\Statistika\Main\Parametrs прописываем для данного параметра имя и иконку
]]

Response: wait(3)


Prompt: -- RemoteEvents

Response:
local RemoteEvents = Tool:WaitForChild("RemoteEvents")
local SpawnSegway = RemoteEvents:WaitForChild("SpawnSegway")
local ConfigTool = RemoteEvents:WaitForChild("ConfigTool")
local DestroySegway = RemoteEvents:WaitForChild("DestroySegway")
local ConfigHumanoid = RemoteEvents:WaitForChild("ConfigHumanoid")


Prompt:
--[=[
	@within TableUtil
	@function Zip
	@param ... table
	@return (iter: (t: table, k: any) -> (key: any?, values: table?), tbl: table, startIndex: any?)

	Returns an iterator that can scan through multiple tables at the same time side-by-side, matching
	against shared keys/indices.

	```lua
	local t1 = {10, 20, 30, 40, 50}
	local t2 = {60, 70, 80, 90, 100}

	for key,values in TableUtil.Zip(t1, t2) do
		print(key, values)
	end

	--[[
		Outputs:
		1 {10, 60}
		2 {20, 70}
		3 {30, 80}
		4 {40, 90}
		5 {50, 100}
	--]]
	```
]=]

Response:
local function Zip(...): (IteratorFunc, Table, any)
	assert(select("#", ...) > 0, "Must supply at least 1 table")
	local function ZipIteratorArray(all: Table, k: number)
		k += 1
		local values = {}
		for i,t in ipairs(all) do
			local v = t[k]
			if v ~= nil then
				values[i] = v
			else
				return nil, nil
			end
		end
		return k, values
	end
	local function ZipIteratorMap(all: Table, k: any)
		local values = {}
		for i,t in ipairs(all) do
			local v = next(t, k)
			if v ~= nil then
				values[i] = v
			else
				return nil, nil
			end
		end
		return k, values
	end
	local all = {...}
	if #all[1] > 0 then
		return ZipIteratorArray, all, 0
	else
		return ZipIteratorMap, all, nil
	end
end


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	5.05		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		4.20		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
	    --[[ 6 ]]		0.64		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt:
--[[
	Cancels the promise, disallowing it from rejecting or resolving, and calls
	the cancellation hook if provided.
]]

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

	self._status = Promise.Status.Cancelled

	if self._cancellationHook then
		self._cancellationHook()
	end

	if self._parent then
		self._parent:_consumerCancelled(self)
	end

	for child in pairs(self._consumers) do
		child:cancel()
	end

	self:_finalize()
end
Promise.prototype.Cancel = Promise.prototype.cancel


Prompt: -- Connection class

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

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

function Connection:Disconnect()
	if not self.Connected then
		return
	end
	self.Connected = false

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

Connection.Destroy = Connection.Disconnect


Prompt: -- ROBLOX deviation: does not work the same as upstream (single lines supported/preferred)

Response: local START_OF_LINE = "^"


Prompt:
-- ================================================================================
-- GETTER/SETTER FUNCTIONS
-- ================================================================================

Response:
function RaceModule:SetStartCheckpoint(checkpoint)
	startCheckpoint = getCheckpointFromPart(checkpoint)
end -- RaceModule:SetStartCheckpoint()

function RaceModule:GetStartCheckpoint()
	return startCheckpoint
end -- RaceModule:GetStartCheckpoint()

function RaceModule:SetFinishCheckpoint(checkpoint)
	finishCheckpoint = getCheckpointFromPart(checkpoint)
end -- RaceModule:SetFinishCheckpoint()

function RaceModule:GetFinishCheckpoint()
	return finishCheckpoint
end -- RaceModule:GetFinishCheckpoint()

function RaceModule:SetNumLaps(number)
	numLaps = number
end -- RaceModule:SetNumLaps()

function RaceModule:GetNumLaps()
	return numLaps
end -- RaceModule:GetNumLaps()

function RaceModule:SetRaceDuration(duration)
	raceDuration = duration
end -- RaceModule:SetRaceDuration()

function RaceModule:GetRaceDuration()
	return raceDuration
end -- RaceModule:GetRaceDuration()

function RaceModule:SetDebugEnabled(enabled)
	debugEnabled = enabled
end -- RaceModule:SetDebugEnabled()

function RaceModule:GetDebugEnabled()
	return debugEnabled
end -- RaceModule:GetDebugEnabled()

function RaceModule:SetRaceStatus(status)
	RaceModule.RaceStatus.Value = status
end -- RaceModule:SetRaceStatus()

function RaceModule:GetRaceStatus()
	return RaceModule.RaceStatus.Value
end -- RaceModule:GetRaceStatus()


Prompt:
--[[
	A signal value indicating that a child should use its parent's key, because
	it has no key of its own.

	This occurs when you return only one element from a function component or
	stateful render function.
]]

Response: ElementUtils.UseParentKey = Symbol.named("UseParentKey")


Prompt: --Don't touch anything above this line or it will NOT work.


Prompt: -- Variables for Module Scripts

Response: local screenSpace = require(tool:WaitForChild("ScreenSpace"))


Prompt:
--[=[
	An event emitter that emits the instance that was actually created. This is
	useful for a variety of things.

	Using this to track an instance

	```lua
	local currentCamera = Blend.State()

	return Blend.New "ViewportFrame" {
		CurrentCamera = currentCamera;
		[Blend.Children] = {
			self._current;
			Blend.New "Camera" {
				[Blend.Instance] = currentCamera;
			};
		};
	};
	```

	You can also use this to execute code against an instance.

	```lua
	return Blend.New "Frame" {
		[Blend.Instance] = function(frame)
			print("We got a new frame!")
		end;
	};
	```

	Note that if you subscribe twice to the resulting observable, the internal function
	will execute twice.

	@param parent Instance
	@return Observable<Instance>
]=]

Response:
function Blend.Instance(parent)
	return Observable.new(function(sub)
		sub:Fire(parent)
	end)
end


Prompt: --use this to determine if you want this human to be harmed or not, returns boolean

Response:
function boom()
	wait(3)
	Used = true
	Object.Anchored = true
	Object.CanCollide = false
	Object.Transparency = 1
	Object.Explode:Play()
	Explode()
end

boom()


Prompt: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -5
Tune.RCamber		= -5
	Tune.FToe			= 0
	Tune.RToe			= 0


Prompt: -- Update the camera with tweening:  (Used instead of Update function when animating between views)

Response:
local function UpdateWithTween()
	local duration = (tick() - tweenStart)
	if (duration >= TWEEN_DURATION) then
		duration = TWEEN_DURATION
		CamLock.Update = Update
		tweening = false
	end

	local camRotation = GetCameraRotation()
	local tweenAmount = currentView.Ease(duration, 0, 1, TWEEN_DURATION)
	local cf0 = GetViewCFrame(tweenFromView, camRotation)
	local cf1 = GetViewCFrame(currentView, camRotation)
	cam.CFrame = cf0:lerp(cf1, tweenAmount)

	-- If you like unreadable code, here's the above chunk (from camRotation) in one step:
	--cam.CFrame = GetViewCFrame(tweenFromView, GetCameraRotation()):lerp(GetViewCFrame(currentView, GetCameraRotation()), currentView.Ease(duration, 0, 1, TWEEN_DURATION))

end


Prompt: --[[Wheel Stabilizer Gyro]]

Response:
	Tune.FGyroDamp		= 100		-- Front Wheel Non-Axial Dampening
	Tune.RGyroDamp		= 150		-- Rear Wheel Non-Axial Dampening


Prompt: --Misc

Response:
Tune.RevAccel		= 250		-- 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.Flywheel		= 500		-- Flywheel weight (higher = faster response, lower = more stable RPM)

Tune.InclineComp	= 1.2


Prompt:
--[[
	Stores 'sensible default' properties to be applied to instances created by
	the New function.
]]

Response:
return {
	ScreenGui = {
		ResetOnSpawn = false,
		ZIndexBehavior = Enum.ZIndexBehavior.Sibling
	},

	BillboardGui = {
		ResetOnSpawn = false,
		ZIndexBehavior = Enum.ZIndexBehavior.Sibling
	},

	SurfaceGui = {
		ResetOnSpawn = false,
		ZIndexBehavior = Enum.ZIndexBehavior.Sibling,

		SizingMode = Enum.SurfaceGuiSizingMode.PixelsPerStud,
		PixelsPerStud = 50
	},

	Frame = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0
	},

	ScrollingFrame = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0,

		ScrollBarImageColor3 = Color3.new(0, 0, 0)
	},

	TextLabel = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0,

		Font = Enum.Font.SourceSans,
		Text = "",
		TextColor3 = Color3.new(0, 0, 0),
		TextSize = 14
	},

	TextButton = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0,

		AutoButtonColor = false,

		Font = Enum.Font.SourceSans,
		Text = "",
		TextColor3 = Color3.new(0, 0, 0),
		TextSize = 14
	},

	TextBox = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0,

		ClearTextOnFocus = false,

		Font = Enum.Font.SourceSans,
		Text = "",
		TextColor3 = Color3.new(0, 0, 0),
		TextSize = 14
	},

	ImageLabel = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0
	},

	ImageButton = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0,

		AutoButtonColor = false
	},

	ViewportFrame = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0
	},

	VideoFrame = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0
	},

	CanvasGroup = {
		BackgroundColor3 = Color3.new(1, 1, 1),
		BorderColor3 = Color3.new(0, 0, 0),
		BorderSizePixel = 0
	}
}


Prompt: --Made by Stickmasterluke

Response:
sp=script.Parent

damage=22						--  +/- 10%
damagewindow=1					--after clicking, how long does the player have to hit the opponent wioth their weapon to deal damage
swingrate=.75

clashsounds={91154405,91154446,91154471,91154503,91154521}
swooshsounds={91154708,91155889}
hitsounds={91154909,91154932,91154954}
anims={"Stab1","Stab2","RightSlash","LeftSlash"}
bloodeffects=false

ready=false
equipped=false
rate=1/30
lastswing=0

local reloading=sp:WaitForChild("Reloading")
local down=sp:WaitForChild("MouseDown")
local runanim=sp:WaitForChild("RunAnim")
local sparkles=sp.Handle:WaitForChild("Sparkles")
local debris=game:getService("Debris")
local weaponhud=sp:WaitForChild("WeaponHud")
local weaponnametag=weaponhud:WaitForChild("WeaponName")
local guibar=weaponhud:WaitForChild("Bar")
local guibarfill=guibar:WaitForChild("Fill")
weaponnametag.Text=sp.Name

function runsound(id,volume)
	local volume=volume or 1
	local sound=Instance.new("Sound")
	sound.Looped=false
	sound.Pitch=1
	sound.SoundId="http://www.roblox.com/asset/?id="..tostring(id)
	sound.PlayOnRemove=false
	sound.Volume=volume
	debris:AddItem(sound,3)
	sound.Parent=sp.Handle
	wait()
	sound:Play()
end

function billboard(pos,text,time,color)
	local pos=pos or Vector3.new(0,0,0)
	local text=text or "Hello World!"
	local time=time or 2
	local color=color or Color3.new(1,0,0)
	local pos=pos+Vector3.new(0,5,0)
	local ep=Instance.new("Part")
	ep.Name="Effect"
	ep.formFactor="Custom"
	ep.Size=Vector3.new(0,0,0)
	ep.TopSurface="Smooth"
	ep.BottomSurface="Smooth"
	ep.CFrame=CFrame.new(pos)
	ep.Anchored=true
	ep.CanCollide=false
	ep.Transparency=1
	local bb=Instance.new("BillboardGui")
	bb.Size=UDim2.new(3,0,3,0)
	bb.Adornee=ep
	local tl=Instance.new("TextLabel")
	tl.BackgroundTransparency=1
	tl.Size=UDim2.new(1,0,1,0)
	tl.Text=text
	tl.TextColor3=color
	tl.TextScaled=true
	tl.Font="ArialBold"

	tl.Parent=bb
	bb.Parent=ep
	debris:AddItem(ep,time+.1)
	ep.Parent=game.Workspace
	delay(0,function()
		local frames=time/rate
		for frame=1,frames do
			wait(rate)
			local percent=frame/frames
			ep.CFrame=CFrame.new(pos)+Vector3.new(0,5*percent,0)
			tl.TextTransparency=percent
		end
		ep:remove()
	end)
end

function makeblood(part)
	if part then
		local b=Instance.new("Part")
		b.BrickColor=BrickColor.new("Bright red")
		b.formFactor="Custom"
		b.Transparency=math.random(0,1)*.5
		if math.random()<.5 then
			b.CanCollide=false
		else
			b.CanCollide=true
		end
		b.TopSurface="Smooth"
		b.BottomSurface="Smooth"
		b.Size=Vector3.new(.2*math.random(1,5),.2*math.random(1,5),.2*math.random(1,5))
		b.Velocity=part.Velocity+(Vector3.new((math.random()-.5),(math.random()-.5),(math.random()-.5))*30)
		b.RotVelocity=part.RotVelocity+(Vector3.new((math.random()-.5),(math.random()-.5),(math.random()-.5))*20)
		b.CFrame=part.CFrame*CFrame.new((math.random()-.5)*3,(math.random()-.5)*3,(math.random()-.5)*3)*CFrame.Angles(math.pi*2*math.random(),math.pi*2*math.random(),math.pi*2*math.random())
		debris:AddItem(b,math.random()*4)
		b.Parent=game.Workspace
	end
end

sp.Handle.Touched:connect(function(hit)
	if ready and equipped and hit and hit.Parent~=nil and hit:IsDescendantOf(sp.Parent)==false and string.lower(string.sub(hit.Name,1,6))~="effect" and (tick()-lastswing)<=damagewindow then
		if hit:FindFirstChild("CanBlock") and sp.Handle:FindFirstChild("Blockable") then
			ready=false
			runsound(clashsounds[math.random(1,#clashsounds)])
			sparkles.Enabled=true
			delay(.2,function()
				sparkles.Enabled=false
			end)
			billboard(sp.Handle.Position,"Block",2,Color3.new(1,1,0))
		end
		local mh=sp.Parent:FindFirstChild("Humanoid")
		local eh=hit.Parent:FindFirstChild("Humanoid")
		local ra=sp.Parent:FindFirstChild("Right Arm")
		local plr=game.Players:GetPlayerFromCharacter(sp.Parent)
		if mh and eh and eh~=mh and mh.Health>0 and eh.Health>0 and ra and plr~=nil then
			local eplr=game.Players:GetPlayerFromCharacter(eh.Parent)
			if eplr~=nil and not eplr.Neutral and not plr.Neutral and eplr.TeamColor==plr.TeamColor then
				return	--No team killing
			end
			ready=false
			for i,v in ipairs(eh:GetChildren()) do
				if v.Name=="creator" then
					v:remove()
				end
			end
			local creator=Instance.new("ObjectValue")
			creator.Name="creator"
			creator.Value=plr
			creator.Parent=eh
			debris:AddItem(creator,1)
			local localdamage=math.floor(damage*(.9+(math.random()*.2))+.5)
			eh:TakeDamage(localdamage)
			billboard(hit.Position,"-"..tostring(localdamage))
			runsound(hitsounds[math.random(1,#hitsounds)])
			if bloodeffects then
				local numbloodeffects=math.ceil(localdamage/10)
				for i=1,math.random(numbloodeffects-1,numbloodeffects+1) do
					--[[if math.random()<.5 then
						makeblood(sp.Handle)
					else]]
						makeblood(hit)
					--end
				end
			end
		end
	end
end)

function Activate()
	if equipped and (tick()-lastswing)>=swingrate then
		ready=true
		reloading.Value=true

		runsound(swooshsounds[math.random(1,#swooshsounds)],.5)

		newanim=anims[math.random(1,#anims)]
		while newanim==runanim.Value do
			newanim=anims[math.random(1,#anims)]
		end
		runanim.Value=newanim

		lastswing=tick()

		wait(swingrate)

		reloading.Value=false
		if down.Value then
			Activate()
		end
	end
end

down.Changed:connect(function()
	if down.Value then
		Activate()
	end
end)

sp.Equipped:connect(function(mouse)
	lastswing=tick()

	reloading.Value=true
	ready=false
	equipped=true
	local plr=game.Players:GetPlayerFromCharacter(sp.Parent)
	if plr~=nil then
		local plrgui=plr:FindFirstChild("PlayerGui")
		if plrgui~=nil then
			weaponhud.Parent=plrgui
		end
	end

	wait(swingrate)

	reloading.Value=false
	if down.Value then
		Activate()
	end
end)

sp.Unequipped:connect(function()
	ready=false
	equipped=false
	weaponhud.Parent=sp
end)

function updategui()
	local swingpercent=math.min((tick()-lastswing)/swingrate,1)
	if swingpercent<.5 then	--fade from red to yellow then to green
		guibarfill.BackgroundColor3=Color3.new(1,swingpercent*2,0)
	else
		guibarfill.BackgroundColor3=Color3.new(1-((swingpercent-.5)/.5),1,0)
	end
	guibarfill.Size=UDim2.new(swingpercent,0,1,0)
end
while true do
	updategui()
	wait(rate)
end


Prompt: --LightSwitch also found in Suburban

Response:
local interactive = script.Parent.Interactive
local lights = {}
local switch = "up"
local sound = interactive.Sound

function CheckChildren(obj)
	for i, v in pairs(obj:GetChildren()) do
		if v:IsA("BasePart") and v.Name == "Light" then
			table.insert(lights,v)
		end
		CheckChildren(v)
	end
end

CheckChildren(script.Parent.Parent)

interactive.ClickDetector.MouseClick:Connect(function(player, part)
	if script.Parent.Parent.LightsOn.Value == false then
		script.Parent.Parent.LightsOn.Value = true
		for i = 1, #lights do
			lights[i].PointLight.Enabled = true
			lights[i].Material = Enum.Material.Neon
		end
	else
		script.Parent.Parent.LightsOn.Value = false
		for i = 1, #lights do
			lights[i].PointLight.Enabled = false
			lights[i].Material = Enum.Material.SmoothPlastic
		end
	end
	if switch == "up" then
		switch = "down"
		script.Parent.Interactive.CFrame = script.Parent.Interactive.CFrame * CFrame.Angles(math.rad(-10),0,0)
	else
		switch = "up"
		script.Parent.Interactive.CFrame = script.Parent.Interactive.CFrame * CFrame.Angles(math.rad(10),0,0)
	end
	sound:Play()
end)


Prompt:
--[[
	Iterates over a model's descendants, welding all the BaseParts
	to the model's PrimaryPart. Useful for welding models together at runtime.
--]]

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

local DoNotWeldTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.DoNotWeldTag)

local weldParts = require(ReplicatedStorage.Source.Utility.weldParts)

local function weldDescendantsToPrimaryPart(model: Model)
	assert(model.PrimaryPart, string.format("Cannot weld model missing primary part: %s", model:GetFullName()))
	local primaryPart = model.PrimaryPart

	for _, child in ipairs(model:GetDescendants()) do
		if not child:IsA("BasePart") then
			continue
		end

		-- Avoid welding the primary part to itself
		if child == primaryPart then
			continue
		end

		-- Developer can add a DoNotWeld tag to avoid an object being welded.
		-- One case a developer may use this is if the part already attached by another constraint
		if CollectionService:HasTag(child, DoNotWeldTag) then
			continue
		end

		weldParts(child, primaryPart)
		child.Anchored = false
	end
end

return weldDescendantsToPrimaryPart