Prompt: -----------------------------------PATHER--------------------------------------

Response:
local popupAdornee
local function getPopupAdorneePart()
	--Handle the case of the adornee part getting deleted (camera changed, maybe)
	if popupAdornee and not popupAdornee.Parent then
		popupAdornee = nil
	end

	--If the adornee doesn't exist yet, create it
	if not popupAdornee then
		popupAdornee = Instance.new("Part")
		popupAdornee.Name = "ClickToMovePopupAdornee"
		popupAdornee.Transparency = 1
		popupAdornee.CanCollide = false
		popupAdornee.Anchored = true
		popupAdornee.Size = Vector3.new(2, 2, 2)
		popupAdornee.CFrame = CFrame.new()

		popupAdornee.Parent = workspace.CurrentCamera
	end

	return popupAdornee
end

local activePopups = {}
local function createNewPopup(popupType)
	local newModel = Instance.new("ImageHandleAdornment")

	newModel.AlwaysOnTop = false
	newModel.Transparency = 1
	newModel.Size = ZERO_VECTOR2
	newModel.SizeRelativeOffset = ZERO_VECTOR3
	newModel.Image = "rbxasset://textures/ui/move.png"
	newModel.ZIndex = 20

	local radius = 0
	if popupType == "DestinationPopup" then
		newModel.Color3 = Color3.fromRGB(0, 175, 255)
		radius = 1.25
	elseif popupType == "DirectWalkPopup" then
		newModel.Color3 = Color3.fromRGB(0, 175, 255)
		radius = 1.25
	elseif popupType == "FailurePopup" then
		newModel.Color3 = Color3.fromRGB(255, 100, 100)
		radius = 1.25
	elseif popupType == "PatherPopup" then
		newModel.Color3 = Color3.fromRGB(255, 255, 255)
		radius = 1
		newModel.ZIndex = 10
	end
	newModel.Size = Vector2.new(5, 0.1) * radius

	local dataStructure = {}
	dataStructure.Model = newModel

	activePopups[#activePopups + 1] = newModel

	function dataStructure:TweenIn()
		local tweenInfo = TweenInfo.new(1.5, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out)
		local tween1 = TweenService:Create(newModel, tweenInfo, { Size = Vector2.new(2,2) * radius })
		tween1:Play()
		TweenService:Create(newModel, TweenInfo.new(0.25, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0.1), { Transparency = 0, SizeRelativeOffset = Vector3.new(0, radius * 1.5, 0) }):Play()
		return tween1
	end

	function dataStructure:TweenOut()
		local tweenInfo = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In)
		local tween1 = TweenService:Create(newModel, tweenInfo, { Size = ZERO_VECTOR2 })
		tween1:Play()

		coroutine.wrap(function()
			tween1.Completed:Wait()

			for i = 1, #activePopups do
				if activePopups[i] == newModel then
					table.remove(activePopups, i)
					break
				end
			end
		end)()
		return tween1
	end

	function dataStructure:Place(position, dest)
		-- place the model at position
		if not self.Model.Parent then
			local popupAdorneePart = getPopupAdorneePart()
			self.Model.Parent = popupAdorneePart
			self.Model.Adornee = popupAdorneePart

			--Start the 10-stud long ray 2.5 studs above where the tap happened and point straight down to try to find
			--the actual ground position.
			local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0))
			local hitPart, hitPoint, hitNormal = workspace:FindPartOnRayWithIgnoreList(ray, { workspace.CurrentCamera, Player.Character })

			self.Model.CFrame = CFrame.new(hitPoint) + Vector3.new(0, -radius,0)
		end
	end

	return dataStructure
end

local function createPopupPath(points, numCircles)
	-- creates a path with the provided points, using the path and number of circles provided
	local popups = {}
	local stopTraversing = false

	local function killPopup(i)
		-- kill all popups before and at i
		for iter, v in pairs(popups) do
			if iter <= i then
				local tween = v:TweenOut()
				spawn(function()
					tween.Completed:Wait()
					v.Model:Destroy()
				end)
				popups[iter] = nil
			end
		end
	end

	local function stopFunction()
		stopTraversing = true
		killPopup(#points)
	end

	spawn(function()
		for i = 1, #points do
			if stopTraversing then
				break
			end

			local includeWaypoint = i % numCircles == 0
			                    and i < #points
			                    and (points[#points].Position - points[i].Position).magnitude > 4
			if includeWaypoint then
				local popup = createNewPopup("PatherPopup")
				popups[i] = popup
				local nextPopup = points[i+1]
				popup:Place(points[i].Position, nextPopup and nextPopup.Position or points[#points].Position)
				local tween = popup:TweenIn()
				wait(0.2)
			end
		end
	end)

	return stopFunction, killPopup
end

local function Pather(character, endPoint, surfaceNormal)
	local this = {}

	this.Cancelled = false
	this.Started = false

	this.Finished = Instance.new("BindableEvent")
	this.PathFailed = Instance.new("BindableEvent")

	this.PathComputing = false
	this.PathComputed = false

	this.TargetPoint = endPoint
	this.TargetSurfaceNormal = surfaceNormal

	this.DiedConn = nil
	this.SeatedConn = nil
	this.MoveToConn = nil
	this.BlockedConn = nil
	this.CurrentPoint = 0

	function this:Cleanup()
		if this.stopTraverseFunc then
			this.stopTraverseFunc()
			this.stopTraverseFunc = nil
		end

		if this.MoveToConn then
			this.MoveToConn:Disconnect()
			this.MoveToConn = nil
		end

		if this.BlockedConn then
			this.BlockedConn:Disconnect()
			this.BlockedConn = nil
		end

		if this.DiedConn then
			this.DiedConn:Disconnect()
			this.DiedConn = nil
		end

		if this.SeatedConn then
			this.SeatedConn:Disconnect()
			this.SeatedConn = nil
		end

		this.humanoid = nil
	end

	function this:Cancel()
		this.Cancelled = true
		this:Cleanup()
	end

	function this:OnPathInterrupted()
		-- Stop moving
		this.Cancelled = true
		this:OnPointReached(false)
	end

	function this:ComputePath()
		local humanoid = findPlayerHumanoid(Player)
		local torso = humanoid and humanoid.Torso
		local success = false
		if torso then
			if this.PathComputed or this.PathComputing then return end
			this.PathComputing = true
			success = pcall(function()
				this.pathResult = PathfindingService:FindPathAsync(torso.CFrame.p, this.TargetPoint)
			end)
			this.pointList = this.pathResult and this.pathResult:GetWaypoints()
			if this.pathResult then
				this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end)
			end
			this.PathComputing = false
			this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false
		end
		return true
	end

	function this:IsValidPath()
		if not this.pathResult then
			this:ComputePath()
		end
		return this.pathResult.Status == Enum.PathStatus.Success
	end

	this.Recomputing = false
	function this:OnPathBlocked(blockedWaypointIdx)
		local pathBlocked = blockedWaypointIdx >= this.CurrentPoint
		if not pathBlocked or this.Recomputing then
			return
		end

		this.Recomputing = true

		if this.stopTraverseFunc then
			this.stopTraverseFunc()
			this.stopTraverseFunc = nil
		end

		this.pathResult:ComputeAsync(this.humanoid.Torso.CFrame.p, this.TargetPoint)
		this.pointList = this.pathResult:GetWaypoints()
		this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false

		if SHOW_PATH then
			this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4, true)
		end
		if this.PathComputed then
			this.humanoid = findPlayerHumanoid(Player)
			this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
			this:OnPointReached(true) -- Move to first point
		else
			this.PathFailed:Fire()
			this:Cleanup()
		end

		this.Recomputing = false
	end

	function this:OnPointReached(reached)

		if reached and not this.Cancelled then

			local nextWaypointIdx = this.CurrentPoint + 1

			if nextWaypointIdx > #this.pointList then
				-- End of path reached
				if this.stopTraverseFunc then
					this.stopTraverseFunc()
				end
				this.Finished:Fire()
				this:Cleanup()
			else
				local currentWaypoint = this.pointList[this.CurrentPoint]
				local nextWaypoint = this.pointList[nextWaypointIdx]

				-- If airborne, only allow to keep moving
				-- if nextWaypoint.Action ~= Jump, or path mantains a direction
				-- Otherwise, wait until the humanoid gets to the ground
				local currentState = this.humanoid:GetState()
				local isInAir = currentState == Enum.HumanoidStateType.FallingDown
					or currentState == Enum.HumanoidStateType.Freefall
					or currentState == Enum.HumanoidStateType.Jumping

				if isInAir then
					local shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump
					if not shouldWaitForGround and this.CurrentPoint > 1 then
						local prevWaypoint = this.pointList[this.CurrentPoint - 1]

						local prevDir = currentWaypoint.Position - prevWaypoint.Position
						local currDir = nextWaypoint.Position - currentWaypoint.Position

						local prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit
						local currDirXZ = Vector2.new(currDir.x, currDir.z).Unit

						local THRESHOLD_COS = 0.996 -- ~cos(5 degrees)
						shouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS
					end

					if shouldWaitForGround then
						this.humanoid.FreeFalling:Wait()

						-- Give time to the humanoid's state to change
						-- Otherwise, the jump flag in Humanoid
						-- will be reset by the state change
						wait(0.1)
					end
				end

				-- Move to the next point
				if this.setPointFunc then
					this.setPointFunc(nextWaypointIdx)
				end

				if nextWaypoint.Action == Enum.PathWaypointAction.Jump then
					this.humanoid.Jump = true
				end
				this.humanoid:MoveTo(nextWaypoint.Position)

				this.CurrentPoint = nextWaypointIdx
			end
		else
			this.PathFailed:Fire()
			this:Cleanup()
		end
	end

	function this:Start()
		if CurrentSeatPart then
			return
		end

		this.humanoid = findPlayerHumanoid(Player)
		if not this.humanoid then
			this.PathFailed:Fire()
			return
		end

		if this.Started then return end
		this.Started = true

		if SHOW_PATH then
			-- choose whichever one Mike likes best
			this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4)
		end

		if #this.pointList > 0 then
			this.SeatedConn = this.humanoid.Seated:Connect(function(reached) this:OnPathInterrupted() end)
			this.DiedConn = this.humanoid.Died:Connect(function(reached) this:OnPathInterrupted() end)
			this.MoveToConn = this.humanoid.MoveToFinished:Connect(function(reached) this:OnPointReached(reached) end)

			this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
			this:OnPointReached(true) -- Move to first point
		else
			this.PathFailed:Fire()
			if this.stopTraverseFunc then
				this.stopTraverseFunc()
			end
		end
	end

	this:ComputePath()
	if not this.PathComputed then
		-- set the end point towards the camera and raycasted towards the ground in case we hit a wall
		local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5
		local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50)
		local newHitPart, newHitPos = RayCastIgnoreList(workspace, ray, getIgnoreList())
		if newHitPart then
			this.TargetPoint = newHitPos
		end
		-- try again
		this:ComputePath()
	end

	return this
end


Prompt:
------------------------------------------------------------------------
--
-- * used in luaK:patchlistaux(), luaK:concat()
------------------------------------------------------------------------

Response:
function luaK:fixjump(fs, pc, dest)
  local jmp = fs.f.code[pc]
  local offset = dest - (pc + 1)
  assert(dest ~= self.NO_JUMP)
  if math.abs(offset) > luaP.MAXARG_sBx then
    luaX:syntaxerror(fs.ls, "control structure too long")
  end
  luaP:SETARG_sBx(jmp, offset)
end


Prompt: -- Client exposed signals:

Response:
PointsService.Client.PointsChanged = RemoteSignal.new()
PointsService.Client.GiveMePoints = RemoteSignal.new()


Prompt: -- CHARACTER SETTINGS

Response:
settings.AntiNoclip = true
settings.AntiSpeed = true
settings.AntiJump = true
settings.AntiNoHRP = true
settings.AntiTeleportation = true


Prompt:
--[=[
	@param obj any
	@return boolean

	Returns `true` if the given object is a Timer.
]=]

Response:
function Timer.Is(obj: any): boolean
	return type(obj) == "table" and getmetatable(obj) == Timer
end

function Timer:_startTimer()
	local t = self.TimeFunction
	local nextTick = t() + self.Interval
	self._runHandle = self.UpdateSignal:Connect(function()
		local now = t()
		if now >= nextTick then
			nextTick = now + self.Interval
			self.Tick:Fire()
		end
	end)
end

function Timer:_startTimerNoDrift()
	assert(self.Interval > 0, "Interval must be greater than 0 when AllowDrift is set to false")
	local t = self.TimeFunction
	local n = 1
	local start = t()
	local nextTick = start + self.Interval
	self._runHandle = self.UpdateSignal:Connect(function()
		local now = t()
		while now >= nextTick do
			n += 1
			nextTick = start + (self.Interval * n)
			self.Tick:Fire()
		end
	end)
end


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 700		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 1400		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 7500		--		Use sliders to manipulate values
	Tune.Redline		= 8500		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6000
	Tune.PeakSharpness	= 10.5
	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:
-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/

Response:
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).

local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end

local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end

local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end

local function Modify(Instance, Values)
	-- Modifies an Instance by using a table.

	assert(type(Values) == "table", "Values is not a table");

	for Index, Value in next, Values do
		if type(Index) == "number" then
			Value.Parent = Instance
		else
			Instance[Index] = Value
		end
	end
	return Instance
end

local function Make(ClassType, Properties)
	-- Using a syntax hack to create a nice way to Make new items.

	return Modify(Instance.new(ClassType), Properties)
end

local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}

local function HasWheelJoint(Part)
	for _, SurfaceName in pairs(Surfaces) do
		for _, HingSurfaceName in pairs(HingSurfaces) do
			if Part[SurfaceName].Name == HingSurfaceName then
				return true
			end
		end
	end

	return false
end

local function ShouldBreakJoints(Part)
	--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases.

	if NEVER_BREAK_JOINTS then
		return false
	end

	if HasWheelJoint(Part) then
		return false
	end

	local Connected = Part:GetConnectedParts()

	if #Connected == 1 then
		return false
	end

	for _, Item in pairs(Connected) do
		if HasWheelJoint(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent) then
			return false
		end
	end

	return true
end

local function WeldTogether(Part0, Part1, JointType, WeldParent)
	--- Weld's 2 parts together
	-- @param Part0 The first part
	-- @param Part1 The second part (Dependent part most of the time).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).
	-- @return The weld created.

	JointType = JointType or "Weld"
	local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue")

	local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)
	Modify(NewWeld, {
		Name = "qCFrameWeldThingy";
		Part0  = Part0;
		Part1  = Part1;
		C0     = CFrame.new();--Part0.CFrame:inverse();
		C1     = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();
		Parent = Part1;
	})

	if not RelativeValue then
		RelativeValue = Make("CFrameValue", {
			Parent     = Part1;
			Name       = "qRelativeCFrameWeldValue";
			Archivable = true;
			Value      = NewWeld.C1;
		})
	end

	return NewWeld
end

local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)
	-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to weld the model to (can be in the model).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.

	for _, Part in pairs(Parts) do
		if ShouldBreakJoints(Part) then
			Part:BreakJoints()
		end
	end

	for _, Part in pairs(Parts) do
		if Part ~= MainPart then
			WeldTogether(MainPart, Part, JointType, MainPart)
		end
	end

	if not DoNotUnanchor then
		for _, Part in pairs(Parts) do
			Part.Anchored = false
		end
		MainPart.Anchored = false
	end
end

local function PerfectionWeld()
	local Tool = GetNearestParent(script, "Tool")

	local Parts = GetBricks(script.Parent)
	local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1]

	if PrimaryPart then
		WeldParts(Parts, PrimaryPart, "Weld", true)
	else
		warn("qWeld - Unable to weld part")
	end

	return Tool
end

local Tool = PerfectionWeld()

if Tool and script.ClassName == "Script" then
	--- Don't bother with local scripts

	script.Parent.AncestryChanged:connect(function()
		PerfectionWeld()
	end)
end


Prompt:
--[[
	Applies camera effects while in Dead mode
]]

Response:
function CameraStateDead.applyEffects(cameraObjects, targetPart)
	TweenService:Create(cameraObjects.blur, TweenInfo.new(2), {Size = cameraObjects.blur.Size + 10}):Play()
end

return CameraStateDead


Prompt: --!strict

Response:
local startAngle = -60
local endAngle = 60

local function Map(n: number, oldMin: number, oldMax: number, min: number, max: number): number
	return (min + ((max - min) * ((n - oldMin) / (oldMax - oldMin))))
end

local function run(LightChanger)
	local lights = LightChanger:GetLights("Numbered")
	LightChanger:Tilt(60)
	for groupNumber, lightGroup in lights do
		local percent = (groupNumber - 1) / (#lights - 1)
		local angle = Map(percent, 0, 1, startAngle, endAngle)
		LightChanger:Pan(angle, lightGroup)
	end
end

return function(LightChangerA, LightChangerB)
	run(LightChangerA)
	run(LightChangerB)
end


Prompt: --{{NUMBERS}} : FADE TIMES AND MORE.

Response:
Settings.RandomOffset = {-4, 4}
Settings.FadeOutTime = 1;
Settings.FadeInTime = 1;
Settings.IndicatorLength = 0.8;


Prompt: --AUTO

Response:
function autoSwitchFlaps()
	if flaps.Value.Value == true then
		if wings.Value.Value == true then
			local c = flaps_flex:GetChildren()
			local d = flaps_straight:GetChildren()
			for i = 1, #c do
				c[i].Transparency = 0
			end
			for i = 1, #d do
				d[i].Transparency = 1
			end
		elseif wings.Value.Value == false then
			local c = flaps_flex:GetChildren()
			local d = flaps_straight:GetChildren()
			for i = 1, #c do
				c[i].Transparency = 1
			end
			for i = 1, #d do
				d[i].Transparency = 0
			end
		end
	end
end

function autoSwitchGear()
	if gears.Value.Value == true then
		if wings.Value.Value == true then
			local c = gears_flex:GetChildren()
			local d = gears_straight:GetChildren()
			for i = 1, #c do
				c[i].Transparency = 0
			end
			for i = 1, #d do
				d[i].Transparency = 1
			end
		elseif wings.Value.Value == false then
			local c = gears_flex:GetChildren()
			local d = gears_straight:GetChildren()
			for i = 1, #c do
				c[i].Transparency = 1
			end
			for i = 1, #d do
				d[i].Transparency = 0
			end
		end
	end
end

wings.Value.Changed:connect(autoSwitchFlaps)
wings.Value.Changed:connect(autoSwitchGear)


Prompt: -- RocketPropulsion Fields

Response:
local TARGET_RADIUS = 150
local MAX_SPEED = 9001
local MAX_TORQUE = Vector3.new(4e6, 4e6, 0)
local MAX_THRUST = 50000
local THRUST_P = 500
local THRUST_D = 50000

local TARGET_OVERSHOOT_DISTANCE = 10000000

local ROCKET_MESH_ID = 'http://www.roblox.com/asset/?id=2251534'
local ROCKET_MESH_SCALE = Vector3.new(2.5, 2.5, 2)
local ROCKET_PART_SIZE = Vector3.new(2, 2, 2)


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

Response:
local l__ImageLabel__1 = script.Parent.ImageLabel;
local v2 = Random.new();
local l__SizeValue__3 = script.Parent.SizeValue;
script.Parent.AnimatedImage.Disabled = false;
l__SizeValue__3.Value = -0.05;
script.Parent.Jumpscare:Play();
for v4 = 1, 22 do
	local v5 = math.random(1, 3);
	if v5 == 1 then
		script.Parent.BackgroundColor3 = Color3.new(0, 0, 0);
		l__ImageLabel__1.ImageColor3 = Color3.new(1, 1, 1);
	end;
	if v5 == 2 then
		script.Parent.BackgroundColor3 = Color3.new(0, 1, 0.498039);
		l__ImageLabel__1.ImageColor3 = Color3.new(1, 1, 1);
	end;
	if v5 == 3 then
		script.Parent.BackgroundColor3 = Color3.new(0, 0.666667, 0.498039);
		l__ImageLabel__1.ImageColor3 = Color3.new(0, 0, 0);
	end;
	l__ImageLabel__1.Position = UDim2.new(v2:NextNumber(0.4, 0.6), 0, v2:NextNumber(0.4, 0.6), 0);
	l__ImageLabel__1.Size = l__ImageLabel__1.Size + UDim2.new(l__SizeValue__3.Value, 0, l__SizeValue__3.Value, 0);
	l__ImageLabel__1.Rotation = math.random(-20, 20);
	l__SizeValue__3.Value = l__SizeValue__3.Value + 0.01;
	wait(0);
end;
l__ImageLabel__1.ImageColor3 = Color3.new(1, 1, 1);
script.Parent.BackgroundColor3 = Color3.new(0, 0, 0);
script.Parent.Visible = false;
script.Parent.AnimatedImage.Disabled = true;
script.Disabled = true;


Prompt: -- setting up the correct animation --

Response:
local eatingAnimation
if hum.RigType == Enum.HumanoidRigType.R6 then
	eatingAnimation = script.Parent.TakeABiteR6
else
	eatingAnimation = script.Parent.TakeABiteR15
end
local eatingAnim = hum:LoadAnimation(eatingAnimation)

script.Parent.Activated:connect(function()
	if not eating then
		eating = true
		eatingAnim:Play()
		eatingAnim.KeyframeReached:Connect(function(keyFrame)
			if keyFrame == "Bite" then
				sound.TimePosition = 0.3
				sound:Play()
				wait(0.5)
				script.Parent.BiteTaken:FireServer()
			end
		end)
	end
end)

eatingAnim.Stopped:Connect(function()
	script.Parent.AppleFinished:FireServer()
end)


Prompt: --- Runs all pending auto exec commands in Registry.AutoExecBuffer

Response:
function Registry:FlushAutoExecBuffer()
	for _, commandGroup in ipairs(self.AutoExecBuffer) do
		for _, command in ipairs(commandGroup) do
			self.Cmdr.Dispatcher:EvaluateAndRun(command)
		end
	end
end

return function (cmdr)
	Registry.Cmdr = cmdr

	return Registry
end


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

Response:
local autoscaling	= false					--Estimates top speed

local UNITS	= {								--Click on speed to change units
											--First unit is default
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 160				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 260				,
		spInc			= 40				, -- Increment between labelled notches
	},

	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 280				,
		spInc			= 40				, -- Increment between labelled notches
	}
}


Prompt: --wait()

Response:
local creator = script.Parent:findFirstChild("creator")
local move = script.Parent:findFirstChild("Move")

local active = true

function tagHumanoid(humanoid, creator)
	if creator ~= nil then
		local new_tag = creator:clone()
		new_tag.Parent = humanoid
	end
end

function onPlayerBlownUp(part, distance, creator)
	if part.Name == "Head" then
		local humanoid = part.Parent.Humanoid
		tagHumanoid(humanoid, creator)
	end
end

function set_Off(hit)
	if active == true then
		active = false
		explosion = Instance.new("Explosion")
		explosion.BlastRadius = 25
		explosion.BlastPressure = 50000

		local creator = script.Parent:findFirstChild("creator")
		if creator ~= nil then
			explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)
		end

		explosion.Position = script.Parent.Position
		explosion.Parent = game.Workspace
		wait()
		script.Parent:remove()
	end
end
script.Parent.Touched:connect(set_Off)

for i = 1,100 do
	wait()
	local desired = Instance.new("Vector3Value")
	desired.Value = script.Parent.CFrame.lookVector * 2100

	local difference = desired.Value - move.velocity

	if difference.magnitude >= move.velocity.magnitude then
		move.velocity = move.velocity + (difference*(0.01*i))
	end
end


Prompt:
--[=[
	Check if the given key is down.

	```lua
	local w = keyboard:IsKeyDown(Enum.KeyCode.W)
	if w then ... end
	```
]=]

Response:
function Keyboard:IsKeyDown(keyCode: Enum.KeyCode): boolean
	return UserInputService:IsKeyDown(keyCode)
end


Response:
	ltime = math.random(400,5000)
	print (ltime)
	for i=1,ltime do
	wait()
	local bewl = script.Parent:FindFirstChild("Bool")
	if bewl then
	local ignoreList = {}
	local ray = Ray.new(script.Parent.Part8.Position, missile.CFrame.lookVector * 999)
	local hit game.Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false)
	local pos = script.Parent.Bool.Position
	local line = Instance.new("Part")
		line.Name = "Line"
		line.FormFactor = "Symmetric"
		line.Size = Vector3.new(1, 1, 1)
		line.BrickColor = BrickColor.new("White")
		line.Transparency = 0
		line.CanCollide = false
		line.Anchored = true
		line.Locked = true
		line.TopSurface, line.BottomSurface = 0, 0
		line.CFrame = CFrame.new(script.Parent.Part8.Position:lerp(pos, 0.5), pos)
		local mesh = Instance.new("BlockMesh", line)
		mesh.Scale = Vector3.new(0.03, 0.03, (script.Parent.Part8.Position - pos).magnitude)
		game.Debris:AddItem(line,0.08)
		line.Parent = script.Parent
		wait(0.001)

	else
	print("No bool")
	break
	end

	end

	local bewl = script.Parent:FindFirstChild("Bool")
	if bewl then
	bewl:Destroy()

	local character = script.Parent.Parent
	local player = game.Players:GetPlayerFromCharacter(character)
 	if player then
	script.Parent.Handle.Sound:Play()
	local ItemDirectory = game.ServerStorage.Assets.MobDrops.Fishing
	local FRAP = ItemDirectory:GetChildren()[math.random(1,#ItemDirectory:GetChildren())]:clone()
	FRAP.Parent = player.Backpack
	FRAP.Handle.CFrame =script.Parent.Handle.CFrame + Vector3.new(math.random(-5, 5), 3, math.random(-5, 5))
end
	end


Prompt: --// bolekinds

Response:
if game.ServerStorage.ServerData.HasKeys.Value == true then
	workspace.Door:Destroy()
end

game.ServerStorage.ServerData.HasKeys.Changed:Connect(function()
	if game.ServerStorage.ServerData.HasKeys.Value == true then
		if workspace:FindFirstChild("Door") then

			workspace.Door:Destroy()
		end
	end
end)


Prompt: --Make the part when touched enable the "ParticleEmitter" inside of it ad then disable it after 1 second

Response:
part.Touched:Connect(function(hit)
	if hit.Parent:FindFirstChild("Humanoid") then
		local emitter = part.ParticleEmitter
		emitter.Enabled = true
		wait(0.1)
		emitter.Enabled = false
	end
end)script.Parent.Transparency = 0


Prompt: -- Profile object:

Response:
local Profile = {
	--[[
		Data = {}, -- [table] -- Loaded once after ProfileStore:LoadProfileAsync() finishes
		MetaData = {}, -- [table] -- Updated with every auto-save
		GlobalUpdates = GlobalUpdates, -- [GlobalUpdates]

		_profile_store = ProfileStore, -- [ProfileStore]
		_profile_key = "", -- [string]

		_release_listeners = [ScriptSignal] / nil, -- [table / nil]
		_hop_ready_listeners = [ScriptSignal] / nil, -- [table / nil]
		_hop_ready = false,

		_view_mode = true / nil, -- [bool] or nil

		_load_timestamp = os.clock(),

		_is_user_mock = false, -- ProfileStore.Mock
		_mock_key_info = {},
	--]]
}
Profile.__index = Profile

function Profile:IsActive() --> [bool]
	local loaded_profiles = self._is_user_mock == true and self._profile_store._mock_loaded_profiles or self._profile_store._loaded_profiles
	return loaded_profiles[self._profile_key] == self
end

function Profile:GetMetaTag(tag_name) --> value
	local meta_data = self.MetaData
	if meta_data == nil then
		return nil
		-- error("[ProfileService]: This Profile hasn't been loaded before - MetaData not available")
	end
	return self.MetaData.MetaTags[tag_name]
end

function Profile:SetMetaTag(tag_name, value)
	if type(tag_name) ~= "string" then
		error("[ProfileService]: tag_name must be a string")
	elseif string.len(tag_name) == 0 then
		error("[ProfileService]: Invalid tag_name")
	end
	self.MetaData.MetaTags[tag_name] = value
end

function Profile:Reconcile()
	ReconcileTable(self.Data, self._profile_store._profile_template)
end

function Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil)
	if type(listener) ~= "function" then
		error("[ProfileService]: Only a function can be set as listener in Profile:ListenToRelease()")
	end
	if self._view_mode == true then
		return {Disconnect = function() end}
	end
	if self:IsActive() == false then
		-- Call release listener immediately if profile is expired
		local place_id
		local game_job_id
		local active_session = self.MetaData.ActiveSession
		if active_session ~= nil then
			place_id = active_session[1]
			game_job_id = active_session[2]
		end
		listener(place_id, game_job_id)
		return {Disconnect = function() end}
	else
		return self._release_listeners:Connect(listener)
	end
end

function Profile:Save()
	if self._view_mode == true then
		error("[ProfileService]: Can't save Profile in view mode - Should you be calling :OverwriteAsync() instead?")
	end
	if self:IsActive() == false then
		warn("[ProfileService]: Attempted saving an inactive profile "
			.. self:Identify() .. "; Traceback:\n" .. debug.traceback())
		return
	end
	-- Reject save request if a save is already pending in the queue - this will prevent the user from
	--	unecessary API request spam which we could not meaningfully execute anyways!
	if IsCustomWriteQueueEmptyFor(self._profile_store._profile_store_lookup, self._profile_key) == true then
		-- We don't want auto save to trigger too soon after manual saving - this will reset the auto save timer:
		RemoveProfileFromAutoSave(self)
		AddProfileToAutoSave(self)
		-- Call save function in a new thread:
		task.spawn(SaveProfileAsync, self)
	end
end

function Profile:Release()
	if self._view_mode == true then
		return
	end
	if self:IsActive() == true then
		task.spawn(SaveProfileAsync, self, true) -- Call save function in a new thread with release_from_session = true
	end
end

function Profile:ListenToHopReady(listener) --> [ScriptConnection] ()
	if type(listener) ~= "function" then
		error("[ProfileService]: Only a function can be set as listener in Profile:ListenToHopReady()")
	end
	if self._view_mode == true then
		return {Disconnect = function() end}
	end
	if self._hop_ready == true then
		task.spawn(listener)
		return {Disconnect = function() end}
	else
		return self._hop_ready_listeners:Connect(listener)
	end
end

function Profile:AddUserId(user_id) -- Associates user_id with profile (GDPR compliance)

	if type(user_id) ~= "number" or user_id % 1 ~= 0 then
		warn("[ProfileService]: Invalid UserId argument for :AddUserId() ("
			.. tostring(user_id) .. "); Traceback:\n" .. debug.traceback())
		return
	end

	if user_id < 0 and self._is_user_mock ~= true and UseMockDataStore ~= true then
		return -- Avoid giving real Roblox APIs negative UserId's
	end

	if table.find(self.UserIds, user_id) == nil then
		table.insert(self.UserIds, user_id)
	end

end

function Profile:RemoveUserId(user_id) -- Unassociates user_id with profile (safe function)

	if type(user_id) ~= "number" or user_id % 1 ~= 0 then
		warn("[ProfileService]: Invalid UserId argument for :RemoveUserId() ("
			.. tostring(user_id) .. "); Traceback:\n" .. debug.traceback())
		return
	end

	local index = table.find(self.UserIds, user_id)

	if index ~= nil then
		table.remove(self.UserIds, index)
	end

end

function Profile:Identify() --> [string]
	return IdentifyProfile(
		self._profile_store._profile_store_name,
		self._profile_store._profile_store_scope,
		self._profile_key
	)
end

function Profile:ClearGlobalUpdates() -- Clears all global updates data from a profile payload

	if self._view_mode ~= true then
		error("[ProfileService]: :ClearGlobalUpdates() can only be used in view mode")
	end

	local global_updates_object = {
		_updates_latest = {0, {}},
		_profile = self,
	}
	setmetatable(global_updates_object, GlobalUpdates)

	self.GlobalUpdates = global_updates_object

end

function Profile:OverwriteAsync() -- Saves the profile to the DataStore and removes the session lock

	if self._view_mode ~= true then
		error("[ProfileService]: :OverwriteAsync() can only be used in view mode")
	end

	SaveProfileAsync(self, nil, true)

end


Prompt: -- // CastVisualiser Class

Response: local CastVisualiser = {}


Prompt: -- Event that fires when new point comes into focus while snapping

Response:
local PointSnapped = Core.RbxUtility.CreateSignal();

function StartSnapping()
	-- Starts tracking snap points nearest to the mouse

	-- Hide any handles or bounding boxes
	AttachHandles(nil, true);
	BoundingBox.ClearBoundingBox();

	-- Avoid targeting snap points in selected parts while dragging
	if Dragging then
		SnapTracking.TargetBlacklist = Selection.Items;
	end;

	-- Start tracking the closest snapping point
	SnapTracking.StartTracking(function (NewPoint)

		-- Fire `SnappedPoint` and update `SnappedPoint` when there is a new snap point in focus
		if NewPoint then
			SnappedPoint = NewPoint.p;
			PointSnapped:fire(SnappedPoint);
		end;

	end);

end;

function SetAxisPosition(Axis, Position)
	-- Sets the selection's position on axis `Axis` to `Position`

	-- Track this change
	TrackChange();

	-- Prepare parts to be moved
	local InitialStates = PreparePartsForDragging();

	-- Update each part
	for Part in pairs(InitialStates) do

		-- Set the part's new CFrame
		Part.CFrame = CFrame.new(
			Axis == 'X' and Position or Part.Position.X,
			Axis == 'Y' and Position or Part.Position.Y,
			Axis == 'Z' and Position or Part.Position.Z
		) * (Part.CFrame - Part.CFrame.p);

	end;

	-- Cache up permissions for all private areas
	local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player);

	-- Revert changes if player is not authorized to move parts to target destination
	if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then
		for Part, State in pairs(InitialStates) do
			Part.CFrame = State.CFrame;
		end;
	end;

	-- Restore the parts' original states
	for Part, State in pairs(InitialStates) do
		Part:MakeJoints();
		Core.RestoreJoints(State.Joints);
		Part.CanCollide = State.CanCollide;
		Part.Anchored = State.Anchored;
	end;

	-- Register the change
	RegisterChange();

end;

function NudgeSelectionByFace(Face)
	-- Nudges the selection along the current axes mode in the direction of the focused part's face

	-- Get amount to nudge by
	local NudgeAmount = MoveTool.Increment;

	-- Reverse nudge amount if shift key is held while nudging
	local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode'));
	if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then
		NudgeAmount = -NudgeAmount;
	end;

	-- Track this change
	TrackChange();

	-- Prepare parts to be moved
	local InitialState = PreparePartsForDragging();

	-- Perform the movement
	MovePartsAlongAxesByFace(Face, NudgeAmount, MoveTool.Axes, Selection.Focus, InitialState);

	-- Update the "distance moved" indicator
	if MoveTool.UI then
		MoveTool.UI.Changes.Text.Text = 'moved ' .. math.abs(NudgeAmount) .. ' studs';
	end;

	-- Cache up permissions for all private areas
	local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player);

	-- Revert changes if player is not authorized to move parts to target destination
	if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then
		for Part, State in pairs(InitialState) do
			Part.CFrame = State.CFrame;
		end;
	end;

	-- Restore the parts' original states
	for Part, State in pairs(InitialState) do
		Part:MakeJoints();
		Core.RestoreJoints(State.Joints);
		Part.CanCollide = State.CanCollide;
		Part.Anchored = State.Anchored;
	end;

	-- Register the change
	RegisterChange();

end;

function TrackChange()

	-- Start the record
	HistoryRecord = {
		Parts = Support.CloneTable(Selection.Items);
		BeforeCFrame = {};
		AfterCFrame = {};

		Unapply = function (Record)
			-- Reverts this change

			-- Select the changed parts
			Selection.Replace(Record.Parts);

			-- Put together the change request
			local Changes = {};
			for _, Part in pairs(Record.Parts) do
				table.insert(Changes, { Part = Part, CFrame = Record.BeforeCFrame[Part] });
			end;

			-- Send the change request
			Core.SyncAPI:Invoke('SyncMove', Changes);

		end;

		Apply = function (Record)
			-- Applies this change

			-- Select the changed parts
			Selection.Replace(Record.Parts);

			-- Put together the change request
			local Changes = {};
			for _, Part in pairs(Record.Parts) do
				table.insert(Changes, { Part = Part, CFrame = Record.AfterCFrame[Part] });
			end;

			-- Send the change request
			Core.SyncAPI:Invoke('SyncMove', Changes);

		end;

	};

	-- Collect the selection's initial state
	for _, Part in pairs(HistoryRecord.Parts) do
		HistoryRecord.BeforeCFrame[Part] = Part.CFrame;
	end;

end;

function RegisterChange()
	-- Finishes creating the history record and registers it

	-- Make sure there's an in-progress history record
	if not HistoryRecord then
		return;
	end;

	-- Collect the selection's final state
	local Changes = {};
	for _, Part in pairs(HistoryRecord.Parts) do
		HistoryRecord.AfterCFrame[Part] = Part.CFrame;
		table.insert(Changes, { Part = Part, CFrame = Part.CFrame });
	end;

	-- Send the change to the server
	Core.SyncAPI:Invoke('SyncMove', Changes);

	-- Register the record and clear the staging
	Core.History.Add(HistoryRecord);
	HistoryRecord = nil;

end;

function EnableDragging()
	-- Enables part dragging

	-- Pay attention to when the user intends to start dragging
	Connections.DragStart = Core.Mouse.Button1Down:connect(function ()

		-- Get mouse target
		local TargetPart = Core.Mouse.Target;

		-- Make sure this click was not to select
		if Selection.Multiselecting then
			return;
		end;

		-- Check whether the user is snapping
		local IsSnapping = UserInputService:IsKeyDown(Enum.KeyCode.R) and #Selection.Items > 0;

		-- Make sure target is draggable, unless snapping is ongoing
		if not Core.IsSelectable(TargetPart) and not IsSnapping then
			return;
		end;

		-- Initialize dragging detection data
		DragStartTarget = IsSnapping and Selection.Focus or TargetPart;
		DragStart = Vector2.new(Core.Mouse.X, Core.Mouse.Y);

		-- Select the target if it's not selected, and snapping is not ongoing
		if not Selection.IsSelected(TargetPart) and not IsSnapping then
			Selection.Replace({ TargetPart }, true);
		end;

		-- Watch for potential dragging
		Connections.WatchForDrag = Core.Mouse.Move:connect(function ()

			-- Trigger dragging if the mouse is moved over 2 pixels
			if DragStart and (Vector2.new(Core.Mouse.X, Core.Mouse.Y) - DragStart).magnitude >= 2 then

				-- Prepare for dragging
				BoundingBox.ClearBoundingBox();
				SetUpDragging(DragStartTarget, SnapTracking.Enabled and SnappedPoint or nil);

				-- Disable watching for potential dragging
				ClearConnection 'WatchForDrag';

			end;

		end);

	end);

end;


Prompt:
----------------------------------------------------------------
--\\DOORS & BREACHING SYSTEM
----------------------------------------------------------------

Response:
local DoorsFolder 		= ACS_Workspace:FindFirstChild("Doors")
local DoorsFolderClone 	= DoorsFolder:Clone()
local BreachClone 		= ACS_Workspace.Breach:Clone()
BreachClone.Parent 		= ServerStorage
DoorsFolderClone.Parent = ServerStorage

function ToggleDoor(Door)
	local Hinge = Door.Door:FindFirstChild("Hinge")
	if not Hinge then return end
	local HingeConstraint = Hinge.HingeConstraint

	if HingeConstraint.TargetAngle == 0 then
		HingeConstraint.TargetAngle = -90
	elseif HingeConstraint.TargetAngle == -90 then
		HingeConstraint.TargetAngle = 0
	end
end

Evt.DoorEvent.OnServerEvent:Connect(function(Player,Door,Mode,Key)
	if Door ~= nil then
		if Mode == 1 then
			if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then
				if Door:FindFirstChild("RequiresKey") then
					local Character = Player.Character
					if Character:FindFirstChild(Key) ~= nil or Player.Backpack:FindFirstChild(Key) ~= nil then
						if Door.Locked.Value == true then
							Door.Locked.Value = false
						end
						ToggleDoor(Door)
					end
				end
			else
				ToggleDoor(Door)
			end
		elseif Mode == 2 then
			if Door:FindFirstChild("Locked") == nil or (Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == false) then
				ToggleDoor(Door)
			end
		elseif Mode == 3 then
			if Door:FindFirstChild("RequiresKey") then
				local Character = Player.Character
				Key = Door.RequiresKey.Value
				if Character:FindFirstChild(Key) ~= nil or Player.Backpack:FindFirstChild(Key) ~= nil then
					if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then
						Door.Locked.Value = false
					else
						Door.Locked.Value = true
					end
				end
			end
		elseif Mode == 4 then
			if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then
				Door.Locked.Value = false
			end
		end
	end
end)

Evt.MedSys.Collapse.OnServerEvent:Connect(function(Player)

	if not Player or not Player.Character then return; end;

	local Human 	= Player.Character:FindFirstChild("Humanoid")
	local PClient 	= Player.Character:FindFirstChild("ACS_Client")

	if not Human or not PClient then return; end;

	local Dor 		= PClient.Variaveis.Dor
	local Sangue 	= PClient.Variaveis.Sangue

	if (Sangue.Value <= 3500) or (Dor.Value >= 200) or PClient:GetAttribute("Collapsed") then -- Man this Guy's Really wounded,
		Human.PlatformStand = true
		Human.AutoRotate = false
		PClient:SetAttribute("Collapsed",true)
	elseif (Sangue.Value > 3500) and (Dor.Value < 200) and not PClient:GetAttribute("Collapsed")  then -- YAY A MEDIC ARRIVED! =D
		Human.PlatformStand = false
		Human.AutoRotate = true
		PClient:SetAttribute("Collapsed",false)
	end
end)

Evt.MedSys.MedHandler.OnServerEvent:Connect(function(Player, Victim, Mode)
	if not Player or not Player.Character then return; end;
	if not Player.Character:FindFirstChild("Humanoid") or Player.Character.Humanoid.Health <= 0 then return; end;

	local P1_Client = Player.Character:FindFirstChild("ACS_Client")
	if not P1_Client then warn(Player.Name.."'s Action Failed: Missing ACS_Client"); return; end;

	if P1_Client:GetAttribute("Collapsed") then return; end;

	if Victim then --Multiplayer functions
		if not Victim.Character or not Victim.Character:FindFirstChild("HumanoidRootPart") or not Player.Character:FindFirstChild("HumanoidRootPart") then return; end;
		if (Player.Character.HumanoidRootPart.Position - Victim.Character.HumanoidRootPart.Position).Magnitude > 15 then warn(Player.Name.." is too far to treat "..Victim.Name); return; end;

		local P2_Client = Victim.Character:FindFirstChild("ACS_Client")
		if not P2_Client then warn(Player.Name.."'s Action Failed: Missing "..Victim.Name.."'s ACS_Client"); return; end;

		if Mode == 1 and P1_Client.Kit.Bandage.Value > 0 and P2_Client:GetAttribute("Bleeding") then
			P1_Client.Kit.Bandage.Value = P1_Client.Kit.Bandage.Value - 1
			P2_Client:SetAttribute("Bleeding",false)
			return;

		elseif Mode == 2 and P1_Client.Kit.Splint.Value > 0 and P2_Client:GetAttribute("Injured") then
			P1_Client.Kit.Splint.Value = P1_Client.Kit.Splint.Value - 1
			P2_Client:SetAttribute("Injured",false)
			return;

		elseif Mode == 3 and (P2_Client:GetAttribute("Bleeding") == true or P2_Client:GetAttribute("Tourniquet")) then --Tourniquet works a little different :T
			if P2_Client:GetAttribute("Tourniquet")then
				P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value + 1
				P2_Client:SetAttribute("Tourniquet",false)
				return;
			end

			if P1_Client.Kit.Tourniquet.Value <= 0 then return; end;
			P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value - 1
			P2_Client:SetAttribute("Tourniquet",true)
			return;

		elseif Mode == 4 and P1_Client.Kit.PainKiller.Value > 0 and P2_Client.Variaveis.Dor.Value > 0 then
			P1_Client.Kit.PainKiller.Value = P1_Client.Kit.PainKiller.Value - 1
			P2_Client.Variaveis.Dor.Value = math.clamp(P2_Client.Variaveis.Dor.Value - math.random(35,65),0,300)
			Evt.MedSys.MedHandler:FireClient(Victim,4)
			return;

		elseif Mode == 5 and P1_Client.Kit.EnergyShot.Value > 0 and Victim.Character.Humanoid.Health < Victim.Character.Humanoid.MaxHealth then
			P1_Client.Kit.EnergyShot.Value = P1_Client.Kit.EnergyShot.Value - 1
			local HealValue = math.random(15,25)
			if Victim.Character.Humanoid.Health + HealValue < Victim.Character.Humanoid.MaxHealth then
				Victim.Character.Humanoid:TakeDamage(-HealValue)
			else
				Victim.Character.Humanoid.Health = Victim.Character.Humanoid.MaxHealth
			end
			Evt.MedSys.MedHandler:FireClient(Victim,5)
			return;

		elseif Mode == 6 and P1_Client.Kit.Morphine.Value > 0 and P2_Client.Variaveis.Dor.Value > 0 then
			P1_Client.Kit.Morphine.Value = P1_Client.Kit.Morphine.Value - 1
			P2_Client.Variaveis.Dor.Value = 0
			Evt.MedSys.MedHandler:FireClient(Victim,6)
			return;

		elseif Mode == 7 and P1_Client.Kit.Epinephrine.Value > 0 and P2_Client:GetAttribute("Collapsed")then
			P1_Client.Kit.Epinephrine.Value = P1_Client.Kit.Epinephrine.Value - 1
			local HealValue = math.random(45,55)
			if Victim.Character.Humanoid.Health + HealValue < Victim.Character.Humanoid.MaxHealth then
				Victim.Character.Humanoid:TakeDamage(-HealValue)
			else
				Victim.Character.Humanoid.Health = Victim.Character.Humanoid.MaxHealth
			end
			P2_Client:SetAttribute("Collapsed",false)
			Evt.MedSys.MedHandler:FireClient(Victim,7)
			return;

		elseif Mode == 8 and P1_Client.Kit.BloodBag.Value > 0 and P2_Client.Variaveis.Sangue.Value < P2_Client.Variaveis.Sangue.MaxValue then
			P1_Client.Kit.BloodBag.Value = P1_Client.Kit.BloodBag.Value - 1
			P2_Client.Variaveis.Sangue.Value = P2_Client.Variaveis.Sangue.Value + 2000
			return;
		else
			warn(Player.Name.."'s Action Failed: Unknow Method")
		end
		return;
	end
	--Self treat
	if Mode == 1 and P1_Client.Kit.Bandage.Value > 0 and P1_Client:GetAttribute("Bleeding") then
		P1_Client.Kit.Bandage.Value = P1_Client.Kit.Bandage.Value - 1
		P1_Client:SetAttribute("Bleeding",false)
		return;

	elseif Mode == 2 and P1_Client.Kit.Splint.Value > 0 and P1_Client:GetAttribute("Injured") then
		P1_Client.Kit.Splint.Value = P1_Client.Kit.Splint.Value - 1
		P1_Client:SetAttribute("Injured",false)
		return;

	elseif Mode == 3 and (P1_Client:GetAttribute("Bleeding") or P1_Client:GetAttribute("Tourniquet")) then --Tourniquet works a little diferent :T
		if P1_Client:GetAttribute("Tourniquet") then
			P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value + 1
			P1_Client:SetAttribute("Tourniquet",false)
			return;
		end

		if P1_Client.Kit.Tourniquet.Value <= 0 then return; end;
		P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value - 1
		P1_Client:SetAttribute("Tourniquet",true)
		return;

	elseif Mode == 4 and P1_Client.Kit.PainKiller.Value > 0 and P1_Client.Variaveis.Dor.Value > 0 then
		P1_Client.Kit.PainKiller.Value = P1_Client.Kit.PainKiller.Value - 1
		P1_Client.Variaveis.Dor.Value = math.clamp(P1_Client.Variaveis.Dor.Value - math.random(35,65),0,300)
		Evt.MedSys.MedHandler:FireClient(Player,4)
		return;

	elseif Mode == 5 and P1_Client.Kit.EnergyShot.Value > 0 and Player.Character.Humanoid.Health < Player.Character.Humanoid.MaxHealth then
		P1_Client.Kit.EnergyShot.Value = P1_Client.Kit.EnergyShot.Value - 1
		local HealValue = math.random(15,25)
		if Player.Character.Humanoid.Health + HealValue < Player.Character.Humanoid.MaxHealth then
			Player.Character.Humanoid:TakeDamage(-HealValue)
		else
			Player.Character.Humanoid.Health = Player.Character.Humanoid.MaxHealth
		end
		Evt.MedSys.MedHandler:FireClient(Player,5)
		return;

	elseif Mode == 6 and P1_Client.Kit.Morphine.Value > 0 and P1_Client.Variaveis.Dor.Value > 0 then
		P1_Client.Kit.Morphine.Value = P1_Client.Kit.Morphine.Value - 1
		P1_Client.Variaveis.Dor.Value = math.clamp(P1_Client.Variaveis.Dor.Value - math.random(125,175),0,300)
		Evt.MedSys.MedHandler:FireClient(Player,6)
		return;

	elseif Mode == 7 and P1_Client.Kit.Epinephrine.Value > 0 and Player.Character.Humanoid.Health < Player.Character.Humanoid.MaxHealth then
		P1_Client.Kit.Epinephrine.Value = P1_Client.Kit.Epinephrine.Value - 1
		local HealValue = math.random(45,55)
		if Player.Character.Humanoid.Health + HealValue < Player.Character.Humanoid.MaxHealth then
			Player.Character.Humanoid:TakeDamage(-HealValue)
		else
			Player.Character.Humanoid.Health = Player.Character.Humanoid.MaxHealth
		end
		Evt.MedSys.MedHandler:FireClient(Player,7)
		return;

	elseif Mode == 8 and P1_Client.Kit.BloodBag.Value > 0 and P1_Client.Variaveis.Sangue.Value < P1_Client.Variaveis.Sangue.MaxValue then
		P1_Client.Kit.BloodBag.Value = P1_Client.Kit.BloodBag.Value - 1
		P1_Client.Variaveis.Sangue.Value = P1_Client.Variaveis.Sangue.Value + 2000
		return;
	else
		warn(Player.Name.."'s Action Failed: Unknow Method")
	end
	return;
end)

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

	local P1_Client = player.Character:FindFirstChild("ACS_Client")
	local Human 	= player.Character:FindFirstChild("Humanoid")

	if not P1_Client then return; end;

	if Victim then
		P1_Client:SetAttribute("DragPlayer",Victim.Name)
	else
		P1_Client:SetAttribute("DragPlayer","")
		P1_Client:SetAttribute("Dragging",false)
	end

	local target = P1_Client:GetAttribute("DragPlayer")

	if P1_Client:GetAttribute("Collapsed") or target == "" then return; end;

	local player2 = game.Players:FindFirstChild(target)
	if not player2 or not player2.Character then return; end;

	local PlHuman = player2.Character:FindFirstChild("Humanoid")
	local P2_Client = player2.Character:FindFirstChild("ACS_Client")
	if not PlHuman or not P2_Client then return; end;

	if P1_Client:GetAttribute("Dragging") then return; end;
	if not P2_Client:GetAttribute("Collapsed") then return; end;
	P1_Client:SetAttribute("Dragging",true)
	while P1_Client:GetAttribute("Dragging") and target ~= "" and P2_Client:GetAttribute("Collapsed") and PlHuman.Health > 0 and Human.Health > 0 and not P1_Client:GetAttribute("Collapsed") do wait()
		player2.Character.Torso.Anchored = true
		player2.Character.Torso.CFrame = Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90))
	end
	player2.Character.Torso.Anchored = false
end)

function BreachFunction(Player,Mode,BreachPlace,Pos,Norm,Hit)

	if Mode == 1 then
		if Player.Character.ACS_Client.Kit.BreachCharges.Value > 0 then
			Player.Character.ACS_Client.Kit.BreachCharges.Value = Player.Character.ACS_Client.Kit.BreachCharges.Value - 1
			BreachPlace.Destroyed.Value = true
			local C4 = Engine.FX.BreachCharge:Clone()

			C4.Parent = BreachPlace.Destroyable
			C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))
			C4.Center.Place:play()

			local weld = Instance.new("WeldConstraint")
			weld.Parent = C4
			weld.Part0 = BreachPlace.Destroyable.Charge
			weld.Part1 = C4.Center

			wait(1)
			C4.Center.Beep:play()
			wait(4)
			if C4 and C4:FindFirstChild("Center") then
				local att = Instance.new("Attachment")
				att.CFrame = C4.Center.CFrame
				att.Parent = workspace.Terrain

				local aw = Engine.FX.ExpEffect:Clone()
				aw.Parent = att
				aw.Enabled = false
				aw:Emit(35)
				Debris:AddItem(aw,aw.Lifetime.Max)

				local Exp = Instance.new("Explosion")
				Exp.BlastPressure = 0
				Exp.BlastRadius = 0
				Exp.DestroyJointRadiusPercent = 0
				Exp.Position = C4.Center.Position
				Exp.Parent = workspace

				local S = Instance.new("Sound")
				S.EmitterSize = 10
				S.MaxDistance = 1000
				S.SoundId = "rbxassetid://"..Explosion[math.random(1, 7)]
				S.PlaybackSpeed = math.random(30,55)/40
				S.Volume = 2
				S.Parent = att
				S.PlayOnRemove = true
				S:Destroy()

				for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do
					if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then
						local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/35) - 1) * -1
						local intensidade = DistanceMultiplier
						local Tempo = 15 * DistanceMultiplier
						Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo)
					end
				end

				Debris:AddItem(BreachPlace.Destroyable,0)
			end
		end

	elseif Mode == 2 then

		local aw = Engine.FX.DoorBreachFX:Clone()
		aw.Parent = BreachPlace.Door.Door
		aw.RollOffMaxDistance = 100
		aw.RollOffMinDistance = 5
		aw:Play()

		BreachPlace.Destroyed.Value = true
		if BreachPlace.Door:FindFirstChild("Hinge") ~= nil then
			BreachPlace.Door.Hinge:Destroy()
		end
		if BreachPlace.Door:FindFirstChild("Knob") ~= nil then
			BreachPlace.Door.Knob:Destroy()
		end

		local forca = Instance.new("BodyForce")
		forca.Force = -Norm * BreachPlace.Door.Door:GetMass() * Vector3.new(50,0,50)
		forca.Parent = BreachPlace.Door.Door

		Debris:AddItem(BreachPlace,3)

	elseif Mode == 3 then
		if Player.Character.ACS_Client.Kit.Fortifications.Value > 0 then
			Player.Character.ACS_Client.Kit.Fortifications.Value = Player.Character.ACS_Client.Kit.Fortifications.Value - 1
			BreachPlace.Fortified.Value = true
			local C4 = Instance.new('Part')

			C4.Parent = BreachPlace.Destroyable
			C4.Size =  Vector3.new(Hit.Size.X + .05,Hit.Size.Y + .05,Hit.Size.Z + 0.5)
			C4.Material = Enum.Material.DiamondPlate
			C4.Anchored = true
			C4.CFrame = Hit.CFrame

			local S = Engine.FX.FortFX:Clone()
			S.PlaybackSpeed = math.random(30,55)/40
			S.Volume = 1
			S.Parent = C4
			S.PlayOnRemove = true
			S:Destroy()
		end
	end
end

Evt.Breach.OnServerInvoke = BreachFunction

function UpdateLog(Player,humanoid)

	local tag = humanoid:findFirstChild("creator")

	if tag ~= nil then

		local hours = os.date("*t")["hour"]
		local mins = os.date("*t")["min"]
		local sec = os.date("*t")["sec"]
		local TagType = tag:findFirstChild("type")

		if tag.Value.Name == Player.Name then
			local String = Player.Name.." Died | "..hours..":"..mins..":"..sec
			table.insert(CombatLog,String)
		else
			local String = tag.Value.Name.." Killed "..Player.Name.." | "..hours..":"..mins..":"..sec
			table.insert(CombatLog,String)
		end

		if #CombatLog > 50 then
			Backup = Backup + 1
			warn("ACS: Cleaning Combat Log | Backup: "..Backup)
			warn(CombatLog)
			CombatLog = {}
		end
	end
end

plr.PlayerAdded:Connect(function(player)

	for i,v in ipairs(_G.TempBannedPlayers) do
		if v == player.Name then
			player:Kick('Blacklisted')
			warn(player.Name.." (Temporary Banned) tried to join to server")
			break
		end
	end

	for i,v in ipairs(gameRules.Blacklist) do
		if v == player.UserId then
			player:Kick('Blacklisted')
			warn(player.Name.." (Blacklisted) tried to join to server")
			break
		end
	end

	if gameRules.AgeRestrictEnabled and not Run:IsStudio() then
		if player.AccountAge < gameRules.AgeLimit then
			player:Kick('Age restricted server! Please wait: '..(gameRules.AgeLimit - player.AccountAge)..' Days')
		end
	end

	if game.CreatorType == Enum.CreatorType.User then
		if player.UserId == game.CreatorId or Run:IsStudio() then
			player.Chatted:Connect(function(Message)
				if string.lower(Message) == "/acslog" then
					Evt.CombatLog:FireClient(player,CombatLog)
				end
			end)
		end
	elseif game.CreatorType == Enum.CreatorType.Group then
		if player:IsInGroup(game.CreatorId) or Run:IsStudio() then
			player.Chatted:Connect(function(Message)
				if string.lower(Message) == "/acslog" then
					Evt.CombatLog:FireClient(player,CombatLog)
				end
			end)
		end
	end

	player.CharacterAdded:Connect(function(char)

		if gameRules.TeamTags then
			local L_17_ = HUDs:WaitForChild('TeamTagUI'):clone()
			L_17_.Parent = char
			L_17_.Adornee = char.Head
		end

		char.Humanoid.BreakJointsOnDeath = false
		char.Humanoid.Died:Connect(function()
			UpdateLog(player,char.Humanoid)
			pcall(function()
				Ragdoll(char)
			end)
		end)
	end)
end)

print(gameRules.Version)


Prompt: -- ANimation

Response:
local Sound = script:WaitForChild("Sound")
local Sound1 = script:WaitForChild("Sound1")
local Sound2 = script:WaitForChild("wind")

UIS.InputBegan:Connect(function(Input)
	if Input.UserInputType == Enum.UserInputType.MouseButton1 and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = 2

		local Track1 = plr.Character.Humanoid:LoadAnimation(script.A1)
		Track1:Play()
		for i = 1,math.huge do
			if Debounce == 2 then

				plr.Character.HumanoidRootPart.Anchored = true

			else

				break
				end
			wait()

		end
		Track1:Stop()
	end
end)

UIS.InputEnded:Connect(function(Input)
	if Input.UserInputType == Enum.UserInputType.MouseButton1 and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = 3
		local mousepos = Mouse.Hit
		local Track2 = plr.Character.Humanoid:LoadAnimation(script.A2)
		Track2:Play()

		wait(0)
		script.RemoteEvent:FireServer()
		Sound:Play()
		Sound1:Play()
		wait(3)
		Sound2:Play()
		wait(3)
		Sound2:Stop()

		wait()
		plr.Character.HumanoidRootPart.Anchored = false
		wait(.5)
		Tool.Active.Value = "None"
		wait(3)
		Sound:Stop()
		Debounce = 1
	end
end)


Prompt:
-- K is a tunable parameter that changes the shape of the S-curve
-- the larger K is the more straight/linear the curve gets

Response:
local k = 0.35
local lowerK = 0.8
local function SCurveTranform(t)
	t = math.clamp(t, -1, 1)
	if t >= 0 then
		return (k*t) / (k - t + 1)
	end
	return -((lowerK*-t) / (lowerK + t + 1))
end

local DEADZONE = 0.1
local function toSCurveSpace(t)
	return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end

local function fromSCurveSpace(t)
	return t/2 + 0.5
end

function CameraUtils.GamepadLinearToCurve(thumbstickPosition)
	local function onAxis(axisValue)
		local sign = 1
		if axisValue < 0 then
			sign = -1
		end
		local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue))))
		point = point * sign
		return math.clamp(point, -1, 1)
	end
	return Vector2.new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y))
end


Prompt: --[[~-Fixico-~]]

Response:
--
print("Fixico's Scripts")
local isOn = true

function on()
 isOn = true
 script.Parent.Transparency = 0
 script.Parent.CanCollide = true
end

function off()
 isOn = false
 script.Parent.Transparency = .5
 script.Parent.CanCollide = true
end

function onClicked()

 if isOn == true then off() else on() end

end

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

on()


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

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

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

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

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

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

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

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

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

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

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

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

			consoleCloseTween:Play();

			debounce = false
			opened = false
		end
	end

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

			scroll.ScrollingEnabled = true
			players.ScrollingEnabled = true

			consoleOpenTween:Play();

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

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

		close()
	end)

	text.Changed:Connect(function(c)
		if c == 'Text' and text.Text ~= '' and open then
			if string.sub(text.Text, string.len(text.Text)) == "	" then
				if players:FindFirstChild("Entry 0") then
					text.Text = (string.sub(text.Text, 1, (string.len(text.Text) - 1))..players["Entry 0"].Text).." "
				elseif scroll:FindFirstChild("Entry 0") then
					text.Text = string.split(scroll["Entry 0"].Text, "<")[1]
				else
					text.Text = text.Text..prefix
				end
				text.CursorPosition = string.len(text.Text) + 1
				text.Text = string.gsub(text.Text, "	", "")
			end
			scroll:ClearAllChildren()
			players:ClearAllChildren()

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

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

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

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

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

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

	gTable:Ready()
end


Prompt: -- check if Camera is zoomed into first person

Response:
local function checkFirstPerson()
	toggleViewmodel(((Camera.Focus.Position - Camera.CFrame.Position).magnitude <= 1) and not Character:GetAttribute("Ragdoll"))
end

local function checkPlayerRunning()
	return Humanoid.MoveDirection.Magnitude > 0.1 and IncludeWalkSway and Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and Humanoid:GetState() ~= Enum.HumanoidStateType.Landed
end


Prompt: --Made by Luckymaxer

Response:
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")

BaseColor = BrickColor.new("Bright yellow")
Color = BaseColor.Color

Duration = 15

Classes = {
	BasePart = {
		BrickColor = BaseColor,
		Material = Enum.Material.Plastic,
		Reflectance = 0.5,
		Anchored = true,
	},
	FileMesh = {
		TextureId = "",
	},
	DataModelMesh = {
		VertexColor = Vector3.new(Color.r, Color.g, Color.b),
	},
	CharacterMesh = {
		BaseTextureId = 0,
		OverlayTextureId = 0,
	},
	Shirt = {
		ShirtTemplate = "",
	},
	Pants = {
		PantsTemplate = "",
	},
	FaceInstance = {
		Texture = "",
	},
	Sparkles = {
		SparkleColor = Color,
	},
	Fire = {
		Color = Color,
		SecondaryColor = Color,
	},
	Smoke = {
		Color = Color,
	}
}

Objects = {}
RemovedObjects = {}
FakeParts = {}
Hats = {}
Tools = {}

function Decorate(Object)
	local ObjectData = {
		Object = nil,
		Properties = {},
	}
	for i, v in pairs(Classes) do
		if Object:IsA(i) then
			if Object:IsA("CharacterMesh") then
				local Mesh = Instance.new("SpecialMesh")
				Mesh.MeshType = Enum.MeshType.FileMesh
				Mesh.MeshId = ("http://www.roblox.com/asset/?id=" .. Object.MeshId)
				for ii, vv in pairs(Character:GetChildren()) do
					if vv:IsA("BasePart") and Object.BodyPart.Name == string.gsub(vv.Name, " ", "") then
						Mesh.Parent = vv
						table.insert(RemovedObjects, {Object = Object, NewObject = Mesh, Parent = Object.Parent})
						Object.Parent = nil
					end
				end
			else
				ObjectData.Object = Object
				for ii, vv in pairs(v) do
					local PropertyValue = nil
					local PropertyValueSet = false
					pcall(function()
						PropertyValue = Object[ii]
						PropertyValueSet = true
						Object[ii] = vv
					end)
					if PropertyValueSet then
						ObjectData.Properties[ii] = PropertyValue
					end
				end
			end
		end
	end
	table.insert(Objects, ObjectData)
end

function Redesign(Parent)
	for i, v in pairs(Parent:GetChildren()) do
		Decorate(v)
		Redesign(v)
	end
end

for i, v in pairs(Character:GetChildren()) do --Create fake hats and tools, and goldify them
	if v:IsA("Hat") or v:IsA("Tool") then
		local FakeObject = v:Clone()
		Decorate(FakeObject)
		table.insert(((v:IsA("Hat") and Hats) or Tools), v)
		for ii, vv in pairs(FakeObject:GetChildren()) do
			if vv:IsA("BasePart") then
				local FakePart = vv:Clone()
				FakePart.Name = v.Name
				table.insert(FakeParts, FakePart)
				FakePart.Parent = Character
				FakePart.CFrame = vv.CFrame
			end
		end
	end
end

if Humanoid and Humanoid.Parent then
	Humanoid:UnequipTools()
end

for i, v in pairs({Hats, Tools}) do
	for ii, vv in pairs(v) do
		vv.Parent = nil
	end
end

Redesign(Character) --Goldify the player

wait(Duration)

for i, v in pairs(Objects) do --Ungoldify the player
	for ii, vv in pairs(v.Properties) do
		v.Object[ii] = vv
	end
end
for i, v in pairs(RemovedObjects) do
	if v.NewObject and v.NewObject.Parent then
		v.NewObject:Destroy()
	end
	v.Object.Parent = v.Parent
end
for i, v in pairs(FakeParts) do
	if v and v.Parent then
		v:Destroy()
	end
end
for i, v in pairs(Hats) do
	v.Parent = Character
end
for i, v in pairs(Tools) do
	if Humanoid and Humanoid.Parent then
		Humanoid:EquipTool(v)
	else
		v.Parent = Character
	end
end

script:Destroy()


Prompt: -- REMOTE HANDLER --

Response:
Replicate.OnClientEvent:Connect(function(Action,Hotkey, ...) -- Using ... Allows you to send as many variables as you want
	--print(Action)
	if script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA("ModuleScript") then -- If the name of a ModuleScript inside this script fits the Action parameter,
		require(script[Action])(Hotkey,...) 						-- it'll require it
	elseif script:FindFirstChild(Action) and script:FindFirstChild(Action):IsA("Folder") then
		require(script[Action][Hotkey])(...)
	end
end)


Prompt:
-- ROBLOX deviation: Makes urls clickable in the terminal. Not able to support
-- local terminalLink = require(Packages["terminal-link"])

Response:
local testResultModule = require(Packages.JestTestResult)
type TestResult = testResultModule.TestResult

local jestTypesModule = require(Packages.JestTypes)
type Config_GlobalConfig = jestTypesModule.Config_GlobalConfig
type Config_ProjectConfig = jestTypesModule.Config_ProjectConfig

local formatTime = require(Packages.JestUtil).formatTime

local utilsModule = require(CurrentModule.utils)
local formatTestPath = utilsModule.formatTestPath
local printDisplayName = utilsModule.printDisplayName


Prompt: --local FireSound

Response:
local OnFireConnection = nil
local OnReloadConnection = nil

local DecreasedAimLastShot = false
local LastSpreadUpdate = time()

local flare = script.Parent:WaitForChild("Flare")

local FlashHolder = nil

local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid
local GetCellFunction = Workspace.Terrain.GetCell

function RayIgnoreCheck(hit, pos)
	if hit then
		if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or
				hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or
				hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then
			return true
		elseif hit:IsA('Terrain') and pos then
			local cellPos = WorldToCellFunction(Workspace.Terrain, pos)
			if cellPos then
				local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)
				if cellMat and cellMat == Enum.CellMaterial.Water then
					return true
				end
			end
		end
	end
	return false
end

function RayCast(startPos, vec, rayLength)
	local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle)
	if hitObject and hitPos then
		local distance = rayLength - (hitPos - startPos).magnitude
		if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then

			return RayCast(hitPos, vec, distance)
		end
	end
	return hitObject, hitPos
end

function TagHumanoid(humanoid, player)

	while humanoid:FindFirstChild('creator') do
		humanoid:FindFirstChild('creator'):Destroy()
	end
	local creatorTag = Instance.new("ObjectValue")
	creatorTag.Value = player
	creatorTag.Name = "creator"
	creatorTag.Parent = humanoid
	DebrisService:AddItem(creatorTag, 1.5)

	local weaponIconTag = Instance.new("StringValue")
	weaponIconTag.Value = IconURL
	weaponIconTag.Name = "icon"
	weaponIconTag.Parent = creatorTag
end

local function CreateBullet(bulletPos)
	local bullet = Instance.new('Part', Workspace)
	bullet.FormFactor = Enum.FormFactor.Custom
	bullet.Size = Vector3.new(0.1, 0.1, 0.1)
	bullet.BrickColor = BrickColor.new("Black")
	bullet.Shape = Enum.PartType.Block
	bullet.CanCollide = false
	bullet.CFrame = CFrame.new(bulletPos)
	bullet.Anchored = true
	bullet.TopSurface = Enum.SurfaceType.Smooth
	bullet.BottomSurface = Enum.SurfaceType.Smooth
	bullet.Name = 'Bullet'
	DebrisService:AddItem(bullet, 2.5)

	local shell = Instance.new("Part")
	shell.CFrame = Tool.Handle.CFrame * CFrame.fromEulerAnglesXYZ(1.5,0,0)
	shell.Size = Vector3.new(1,1,1)
	shell.BrickColor = BrickColor.new(226)
	shell.Parent = game.Workspace
	shell.CFrame = script.Parent.Handle.CFrame
	shell.CanCollide = false
	shell.Transparency = 0
	shell.BottomSurface = 0
	shell.TopSurface = 0
	shell.Name = "Shell"
	shell.Velocity = Tool.Handle.CFrame.lookVector * 35 + Vector3.new(math.random(-10,10),20,math.random(-10,20))
	shell.RotVelocity = Vector3.new(0,200,0)
	DebrisService:AddItem(shell, 1)

	local shellmesh = Instance.new("SpecialMesh")
	shellmesh.Scale = Vector3.new(.15,.4,.15)
	shellmesh.Parent = shell

	return bullet
end

local function Reload()
	if not Reloading then
		Reloading = true

		if AmmoInClip ~= ClipSize and SpareAmmo > 0 then
			if RecoilTrack then
				RecoilTrack:Stop()
			end
			if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
				if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
					WeaponGui.Crosshair.ReloadingLabel.Visible = true
				end
			end
			if ReloadTrack then
				ReloadTrack:Play()
			end
			--script.Parent.Handle.Reload:Play()
			wait(ReloadTime)

			local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo)
			AmmoInClip = AmmoInClip + ammoToUse
			SpareAmmo = SpareAmmo - ammoToUse
			UpdateAmmo(AmmoInClip)

			if ReloadTrack then
				ReloadTrack:Stop()
			end
		end
		Reloading = false
	end
end

function OnFire()
	if IsShooting then return end
	if MyHumanoid and MyHumanoid.Health > 0 then
		if RecoilTrack and AmmoInClip > 0 then
			RecoilTrack:Play()
		end
		IsShooting = true
		while LeftButtonDown and AmmoInClip > 0 and not Reloading do
			if Spread and not DecreasedAimLastShot then
				Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount)
				UpdateCrosshair(Spread)
			end
			DecreasedAimLastShot = not DecreasedAimLastShot
			if Handle:FindFirstChild('FireSound') then
				--Pitch.Pitch = .8 + (math.random() * .5)
				--Handle.FireSound:Play()
				--Handle.Flash.Enabled = true
				flare.MuzzleFlash.Enabled = true

			end
			if MyMouse then
				local targetPoint = MyMouse.Hit.p
				local shootDirection = (targetPoint - Handle.Position).unit

				shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread,
																(0.5 - math.random()) * 2 * Spread,
																(0.5 - math.random()) * 2 * Spread) * shootDirection
				local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range)
				local bullet

				if hitObject then
					bullet = CreateBullet(bulletPos)
				end
				if hitObject and hitObject.Parent then
					local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid")
					if hitHumanoid then
						local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent)
						if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then
							TagHumanoid(hitHumanoid, MyPlayer)
							script.Parent.Damager:FireServer(hitHumanoid, Damage)
							--hitHumanoid:TakeDamage(Damage)
							if bullet then
								bullet:Destroy()
								bullet = nil
								WeaponGui.Crosshair.Hit:Play()

							end
							Spawn(UpdateTargetHit)
						end
					end
				end
				AmmoInClip = AmmoInClip - 1
				UpdateAmmo(AmmoInClip)
			end
			wait(FireRate)
		end
		Handle.Flash.Enabled = false
		IsShooting = false
		flare.MuzzleFlash.Enabled = false

		if AmmoInClip == 0 then
			--Handle.Tick:Play()

			Reload()
		end
		if RecoilTrack then
			RecoilTrack:Stop()
		end
	end
end

local TargetHits = 0
function UpdateTargetHit()
	TargetHits = TargetHits + 1
	if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
		WeaponGui.Crosshair.TargetHitImage.Visible = true
	end
	wait(0.5)
	TargetHits = TargetHits - 1
	if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
		WeaponGui.Crosshair.TargetHitImage.Visible = false
	end
end

function UpdateCrosshair(value, mouse)
	if WeaponGui then
		local absoluteY = 650
		WeaponGui.Crosshair:TweenSize(
			UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23),
			Enum.EasingDirection.Out,
			Enum.EasingStyle.Linear,
			0.33)
	end
end

function UpdateAmmo(value)
	if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then
		WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip
		if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
			WeaponGui.Crosshair.ReloadingLabel.Visible = false
		end
	end
	if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then
		WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo
	end
end

function OnMouseDown()
	LeftButtonDown = true
	OnFire()
end

function OnMouseUp()
	LeftButtonDown = false
end

function OnKeyDown(key)
	if string.lower(key) == 'r' then
		Reload()
		if RecoilTrack then
			RecoilTrack:Stop()
		end
	end
end

function OnEquipped(mouse)
	--Handle.EquipSound:Play()
	--Handle.EquipSound2:Play()
	--Handle.UnequipSound:Stop()
	RecoilAnim = WaitForChild(Tool, 'Recoil')
	ReloadAnim = WaitForChild(Tool, 'Reload')
	--FireSound  = WaitForChild(Handle, 'FireSound')

	MyCharacter = Tool.Parent
	MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)
	MyHumanoid = MyCharacter:FindFirstChild('Humanoid')
	MyTorso = MyCharacter:FindFirstChild('Torso')
	MyMouse = mouse
	WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone()
	if WeaponGui and MyPlayer then
		WeaponGui.Parent = MyPlayer.PlayerGui
		UpdateAmmo(AmmoInClip)
	end
	if RecoilAnim then
		RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim)
	end

	if ReloadAnim then
		ReloadTrack = MyHumanoid:LoadAnimation(ReloadAnim)
	end

	if MyMouse then

		MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154"
		MyMouse.Button1Down:connect(OnMouseDown)
		MyMouse.Button1Up:connect(OnMouseUp)
		MyMouse.KeyDown:connect(OnKeyDown)
	end
end

function OnUnequipped()
	--Handle.UnequipSound:Play()
	--Handle.EquipSound:Stop()
	--Handle.EquipSound2:Stop()
	LeftButtonDown = false
	flare.MuzzleFlash.Enabled = false
	Reloading = false
	MyCharacter = nil
	MyHumanoid = nil
	MyTorso = nil
	MyPlayer = nil
	MyMouse = nil
	if OnFireConnection then
		OnFireConnection:disconnect()
	end
	if OnReloadConnection then
		OnReloadConnection:disconnect()
	end
	if FlashHolder then
		FlashHolder = nil
	end
	if WeaponGui then
		WeaponGui.Parent = nil
		WeaponGui = nil
	end
	if RecoilTrack then
		RecoilTrack:Stop()
	end
	--if ReloadTrack then
		--ReloadTrack:Stop()
	--end
end

local function SetReticleColor(color)
	if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
		for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
			if line:IsA('Frame') then
				line.BorderColor3 = color
			end
		end
	end
end

Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)

while true do
	wait(0.033)
	if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
		WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
		SetReticleColor(NeutralReticleColor)

		local target = MyMouse.Target
		if target and target.Parent then
			local player = PlayersService:GetPlayerFromCharacter(target.Parent)
			if player then
				if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then
					SetReticleColor(EnemyReticleColor)
				else
					SetReticleColor(FriendlyReticleColor)
				end
			end
		end
	end
	if Spread and not IsShooting then
		local currTime = time()
		if currTime - LastSpreadUpdate > FireRate * 2 then
			LastSpreadUpdate = currTime
			Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
			UpdateCrosshair(Spread, MyMouse)
		end
	end
end


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

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

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

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

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

	local returner = nil

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

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

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

		holder = hTable
		hTable:Ready()
	end

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

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

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

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

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

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

	if time then
		timer.Visible = true
		spawn(function()
			repeat
				timer.Text = time
				--timer.Size=UDim2.new(0,timer.TextBounds.X,0,10)
				wait(1)
				time = time-1
			until time<=0 or not frame or not frame.Parent

			if frame and frame.Parent then
				if ignorefunc then
					returner = ignorefunc()
				end
				frame:Destroy()
				moveGuis(holder,0)
			end
		end)
	end

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

	return returner
end


Prompt: --end

Response:
if speed > 15 then
	--if carSeat.Steer ~= 0 then
	if FLP > (FRP) then
		if carSeat.Storage.FrontStiffness.Value*((1290)*(standard*((RollF+1)/10))) <  carSeat.Storage.FrontStiffness.Value*((1290)) then
			SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))
			SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))
			SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))
			SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))
		else
			SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)*(standard*((RollF+1)/10)))
			SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)*(standard*((RollR+1)/10)))
			SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))
			SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))
		end

	elseif FRP > (FLP) then
			if carSeat.Storage.FrontStiffness.Value*((1290)*(standard*((RollF+1)/10))) < carSeat.Storage.FrontStiffness.Value*((1290)) then
				SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))
				SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))
				SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))
				SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))
			else
				SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290)*(standard*((RollF+1)/10)))
				SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290)*(standard*((RollR+1)/10)))
				SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))
				SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))
			end
	end

	--else
		--SFL.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))
		--SRL.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))
		--SFR.Stiffness = carSeat.Storage.FrontStiffness.Value*((1290))


Prompt:
--local prolene = Functions.prolene
--local Compress = Functions.Compress
--local defib = Functions.defib
--local o2 = Functions.o2

Response:
local Compress_Multi = FunctionsMulti.Compress
local Bandage_Multi = FunctionsMulti.Bandage
local Splint_Multi = FunctionsMulti.Splint
local Epinephrine_Multi = FunctionsMulti.Epinephrine
local anesthetic_Multi = FunctionsMulti.anesthetic
local Morphine_Multi = FunctionsMulti.Morphine
local BloodBag_Multi = FunctionsMulti.BloodBag
local Tourniquet_Multi = FunctionsMulti.Tourniquet
local prolene_Multi = FunctionsMulti.prolene
local o2_Multi = FunctionsMulti.o2
local defib_Multi = FunctionsMulti.defib
local npa_Multi = FunctionsMulti.npa
local catheter_Multi = FunctionsMulti.catheter
local etube_Multi = FunctionsMulti.etube
local nylon_Multi = FunctionsMulti.nylon
local balloon_Multi = FunctionsMulti.balloon
local skit_Multi = FunctionsMulti.skit
local bvm_Multi = FunctionsMulti.bvm
local nrb_Multi = FunctionsMulti.nrb
local scalpel_Multi = FunctionsMulti.scalpel
local suction_Multi = FunctionsMulti.suction
local clamp_Multi = FunctionsMulti.clamp
local prolene5_Multi = FunctionsMulti.prolene5
local drawblood_Multi = FunctionsMulti.drawblood

local Algemar = Functions.Algemar
local Fome = Functions.Fome
local Stance = Evt.MedSys.Stance
local Collapse = Functions.Collapse
local rodeath = Functions.rodeath
local Reset = Functions.Reset
local TS = game:GetService("TweenService")

Bandage.OnServerEvent:Connect(function(player)

	local Human = player.Character.Humanoid
	local enabled = Human.Parent.Saude.Variaveis.Doer
	local Sangrando = Human.Parent.Saude.Stances.Sangrando
	local MLs = Human.Parent.Saude.Variaveis.MLs
	local Caido = Human.Parent.Saude.Stances.Caido
	local Ferido = Human.Parent.Saude.Stances.Ferido
	local bbleeding = Human.Parent.Saude.Stances.bbleeding

	local Bandagens = Human.Parent.Saude.Kit.Bandagem

	if enabled.Value == false and Caido.Value == false  then

		if Bandagens.Value >= 1 and Sangrando.Value == true then
		enabled.Value = true

		wait(.3)

		local number = math.random(1, 2)

		if number == 1 then
			Sangrando.Value = false
		end

		Bandagens.Value = Bandagens.Value - 1

		wait(2)
		enabled.Value = false

		end
	end
end)


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

Response:
module.ChatWindowBackgroundFadeOutTime = 0 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 30				--Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.8
module.ChatShouldFadeInFromNewInformation = false
module.ChatAnimationFPS = 20.0


Prompt:
--[[
	RecoilSimulator

	Description: RecoilSimulator is a component of WeaponRuntimeData.
	its purpose is to simulate recoil based on the weapons stats.
]]

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


Prompt:
--RegisterDialogue
--* called when the client discovers a Dialogue. The Interface
--* should provide some way for the user to interact with the
--* dialogue in question. When they interact with it, call the
--* callback and the client will initialize the dialogue

Response:
function Interface.RegisterDialogue(dialogue, startDialogueCallback)

end


Response:
local function toPolar(v)
	return math.atan2(v.y, v.x), v.magnitude;
end

local function radToDeg(x)
	return ((x + math.pi) / (2 * math.pi)) * 360;
end


Prompt: --s.Pitch = 0.7

Response:
while s.Pitch<1 do
s.Pitch=s.Pitch+0.02
s:Play()
if s.Pitch>1 then
	s.Pitch=1
end
wait(0.001)
end


Prompt: --[[Brakes]]

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

Tune.FBrakeForce	= 2800		-- Front brake force
Tune.RBrakeForce	= 2200		-- Rear brake force
Tune.PBrakeForce	= 4000		-- Handbrake force

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


Prompt:
--[[
	Fired when state is left
]]

Response:
function Transitions.onLeaveFinished(stateMachine, event, from, to, playerComponent)
	PlayerFinished.leave(stateMachine, playerComponent)
end


Prompt: -- Find the device's rotation via gyroscope and apply to the segway

Response:
	UserInputService.DeviceRotationChanged:connect(function(rotation, rotCFrame)
	local x,y = rotCFrame:toEulerAnglesXYZ()
	local Sensitivity = 1.9

		-- Direction
		if -x*Sensitivity > -1 and -x*Sensitivity < 1 then -- Makes sure the device isn't tilted too much
			Direction = -x*Sensitivity+0.4
		elseif -x*Sensitivity > 0 then -- Otherwise we'll go to the max speed
			Direction = 1
		elseif -x*Sensitivity < 0 then -- Otherwise we'll go to the max speed
			Direction = -1
		end

		-- Steering
		if -y*Sensitivity > -1 and -y*Sensitivity < 1 then -- Makes sure the device isn't tilted too much
			Steer = -y*Sensitivity
		elseif -y*Sensitivity > 0 then -- Otherwise we'll go to the max speed
			Steer = 1
		elseif -y*Sensitivity < 0 then -- Otherwise we'll go to the max speed
			Steer = -1
		end
	end)
end


Prompt: -- n0opimdumb3 says hi

Response:
local function createJointData(attach0, attach1, limits)
	assert(attach0)
	assert(attach1)
	assert(limits)
	assert(limits.UpperAngle >= 0)
	assert(limits.TwistLowerAngle <= limits.TwistUpperAngle)

	return {
		attachment0 = attach0,
		attachment1 = attach1,
		limits = limits
	}
end

local function find(model)
	return function(first, second, limits)
		local part0 = model:FindFirstChild(first[1])
		local part1 = model:FindFirstChild(second[1])
		if part0 and part1 then
			local attach0 = part0:FindFirstChild(first[2])
			local attach1 = part1:FindFirstChild(second[2])
			if attach0 and attach1 and attach0:IsA("Attachment") and attach1:IsA("Attachment") then
				return createJointData(attach0, attach1, limits)
			end
		end
	end
end

function RigTypes.getNoCollisions(model, rigType)
	if rigType == Enum.HumanoidRigType.R6 then
		return RigTypes.getR6NoCollisions(model)
	elseif rigType == Enum.HumanoidRigType.R15 then
		return RigTypes.getR15NoCollisions(model)
	else
		return {}
	end
end


Prompt: -- Define the magnification scale for the buttons

Response: local magnificationScale = 1.2


Prompt: -- (VR) Screen effects --------------

Response:
function VRBaseCamera:StartFadeFromBlack()
	if UserGameSettings.VignetteEnabled == false then
		return
	end

	local VRFade = Lighting:FindFirstChild("VRFade")
	if not VRFade then
		VRFade = Instance.new("ColorCorrectionEffect")
		VRFade.Name = "VRFade"
		VRFade.Parent = Lighting
	end
	VRFade.Brightness = -1
	self.VRFadeResetTimer = 0.1
end

function VRBaseCamera:UpdateFadeFromBlack(timeDelta: number)
	local VRFade = Lighting:FindFirstChild("VRFade")
	if self.VRFadeResetTimer > 0  then
		self.VRFadeResetTimer = math.max(self.VRFadeResetTimer - timeDelta, 0)

		local VRFade = Lighting:FindFirstChild("VRFade")
		if VRFade and VRFade.Brightness < 0 then
			VRFade.Brightness = math.min(VRFade.Brightness + timeDelta * VR_FADE_SPEED, 0)
		end
	else
		if VRFade then -- sanity check, VRFade off
			VRFade.Brightness = 0
		end
	end
end

function VRBaseCamera:StartVREdgeBlur(player)
	if UserGameSettings.VignetteEnabled == false then
		return
	end

	local blurPart = nil
	blurPart = (workspace.CurrentCamera :: Camera):FindFirstChild("VRBlurPart")
	if not blurPart then
		blurPart = Instance.new("Part")
		blurPart.Name = "VRBlurPart"
		blurPart.Parent = workspace.CurrentCamera
		blurPart.CanTouch = false
		blurPart.CanCollide = false
		blurPart.CanQuery = false
		blurPart.Anchored = true
		blurPart.Size = Vector3.new(0.44,0.47,1)
		blurPart.Transparency = 1
		blurPart.CastShadow = false

		RunService.RenderStepped:Connect(function(step)
			local userHeadCF = VRService:GetUserCFrame(Enum.UserCFrame.Head)
			local vrCF = (workspace :: any).Camera.CFrame * userHeadCF
			blurPart.CFrame = (vrCF * CFrame.Angles(0, math.rad(180), 0)) + vrCF.LookVector * 1.05
		end)
	end

	local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen")
	local VRBlur = nil
	if VRScreen then
		VRBlur = VRScreen:FindFirstChild("VRBlur")
	end

	if not VRBlur then
		if not VRScreen then
			VRScreen = Instance.new("SurfaceGui") or Instance.new("ScreenGui")
		end

		VRScreen.Name = "VRBlurScreen"
		VRScreen.Parent = player.PlayerGui

		VRScreen.Adornee = blurPart

		VRBlur = Instance.new("ImageLabel")
		VRBlur.Name = "VRBlur"
		VRBlur.Parent = VRScreen

		VRBlur.Image = "rbxasset://textures/ui/VR/edgeBlur.png"
		VRBlur.AnchorPoint = Vector2.new(0.5, 0.5)
		VRBlur.Position = UDim2.new(0.5, 0, 0.5, 0)

		-- this computes the ratio between the GUI 3D panel and the VR viewport
		-- adding 15% overshoot for edges on 2 screen headsets
		local ratioX = (workspace.CurrentCamera :: Camera).ViewportSize.X * 2.3 / VR_PANEL_SIZE
		local ratioY = (workspace.CurrentCamera :: Camera).ViewportSize.Y * 2.3 / VR_PANEL_SIZE

		VRBlur.Size = UDim2.fromScale(ratioX, ratioY)
		VRBlur.BackgroundTransparency = 1
		VRBlur.Active = true
		VRBlur.ScaleType = Enum.ScaleType.Stretch
	end

	VRBlur.Visible = true
	VRBlur.ImageTransparency = 0
	self.VREdgeBlurTimer = VR_SCREEN_EGDE_BLEND_TIME
end

function VRBaseCamera:UpdateEdgeBlur(player, timeDelta)
	local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen")
	local VRBlur = nil
	if VRScreen then
		VRBlur = VRScreen:FindFirstChild("VRBlur")
	end

	if VRBlur then
		if self.VREdgeBlurTimer > 0 then
			self.VREdgeBlurTimer = self.VREdgeBlurTimer - timeDelta

			local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen")
			if VRScreen then
				local VRBlur = VRScreen:FindFirstChild("VRBlur")
				if VRBlur then
					VRBlur.ImageTransparency = 1.0 - math.clamp(self.VREdgeBlurTimer, 0.01,
						VR_SCREEN_EGDE_BLEND_TIME) * (1/VR_SCREEN_EGDE_BLEND_TIME)
				end
			end
		else
			VRBlur.Visible = false
		end
	end
end

function VRBaseCamera:GetCameraHeight()
	if not self.inFirstPerson then
		return math.sin(VR_ANGLE) * self.currentSubjectDistance
	end
	return 0
end

function VRBaseCamera:GetSubjectCFrame(): CFrame
	local result = BaseCamera.GetSubjectCFrame(self)
	local camera = workspace.CurrentCamera
	local cameraSubject = camera and camera.CameraSubject

	if not cameraSubject then
		return result
	end

	-- new VR system overrides
	if cameraSubject:IsA("Humanoid") then
		local humanoid = cameraSubject
		local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead

		if humanoidIsDead and humanoid == self.lastSubject then
			result = self.lastSubjectCFrame
		end
	end

	if result then
		self.lastSubjectCFrame = result
	end

	return result
end

function VRBaseCamera:GetSubjectPosition(): Vector3?
	local result = BaseCamera.GetSubjectPosition(self)

	-- new VR system overrides
	local camera = game.Workspace.CurrentCamera
	local cameraSubject = camera and camera.CameraSubject
	if cameraSubject then
		if cameraSubject:IsA("Humanoid") then
			local humanoid = cameraSubject
			local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead

			if  humanoidIsDead and humanoid == self.lastSubject then
				result = self.lastSubjectPosition
			end
		elseif cameraSubject:IsA("VehicleSeat") then
			local offset = VR_SEAT_OFFSET
			result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset)
		end
	else
		return nil
	end

	self.lastSubjectPosition = result

	return result
end


Prompt:
-- Streamable
-- Stephen Leitnick
-- March 03, 2021


Prompt: --// J Key Or ButtonY, Lights

Response:
uis.InputBegan:connect(function(input)
	if input.KeyCode==Enum.KeyCode.J or input.KeyCode==Enum.KeyCode.DPadUp then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.RemoteEvent:FireServer(true)
	end
end)
uis.InputBegan:connect(function(input)
	if input.KeyCode==Enum.KeyCode.N then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.DirectorRemoteEvent:FireServer(true)
	end
end)


Prompt: -- Tips

Response:
local tipFrame = Instance.new("Frame")
tipFrame.Name = "TipFrame"
tipFrame.BorderSizePixel = 0
tipFrame.AnchorPoint = Vector2.new(0, 0)
tipFrame.Position = UDim2.new(0,50,0,50)
tipFrame.Size = UDim2.new(1,0,1,-8)
tipFrame.ZIndex = 40
tipFrame.Parent = iconContainer
tipFrame.Active = false

local tipCorner = Instance.new("UICorner")
tipCorner.Name = "TipCorner"
tipCorner.CornerRadius = UDim.new(0.25,0)
tipCorner.Parent = tipFrame

local tipLabel = Instance.new("TextLabel")
tipLabel.Name = "TipLabel"
tipLabel.BackgroundTransparency = 1
tipLabel.TextScaled = false
tipLabel.TextSize = 12
tipLabel.Position = UDim2.new(0,3,0,3)
tipLabel.Size = UDim2.new(1,-6,1,-6)
tipLabel.ZIndex = 41
tipLabel.Parent = tipFrame
tipLabel.Active = false