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

Response:
local l__Players__1 = game:GetService("Players");
return function(p1, p2, p3)
	local v1 = l__Players__1:GetUserIdFromNameAsync(p1);
	p1 = l__Players__1:GetNameFromUserIdAsync(v1);
	local v2 = l__Players__1:GetCharacterAppearanceAsync(v1);
	if p3 == nil then
		if v2.IsR15.Value then
			local v3 = "R15";
		else
			v3 = "R6";
		end;
		local v4 = script[v3]:Clone();
		if not v4 then
			if p3 then
				local v5 = "R15";
			else
				v5 = "R6";
			end;
			v4 = script[v5]:Clone();
		end;
	else
		if p3 then
			v5 = "R15";
		else
			v5 = "R6";
		end;
		v4 = script[v5]:Clone();
	end;
	local l__Head__6 = v4.Head;
	local l__Humanoid__7 = v4.Humanoid;
	p3 = v4.Name == "R15";
	local l__next__8 = next;
	local v9, v10 = v2:GetChildren();
	while true do
		local v11, v12 = l__next__8(v9, v10);
		if not v11 then
			break;
		end;
		v10 = v11;
		if v12:IsA("Accessory") then
			l__Humanoid__7:AddAccessory(v12);
		end;
	end;
	local l__next__13 = next;
	local v14, v15 = v2:GetChildren();
	while true do
		local v16, v17 = l__next__13(v14, v15);
		if not v16 then
			break;
		end;
		v15 = v16;
		if v17:IsA("ValueBase") and p3 then
			v17.Parent = l__Humanoid__7;
		end;
	end;
	local l__next__18 = next;
	local v19, v20 = v2:GetChildren();
	while true do
		local v21 = nil;
		local v22 = nil;
		v22, v21 = l__next__18(v19, v20);
		if not v22 then
			break;
		end;
		v20 = v22;
		if p3 then
			if v21.Name == "R15ArtistIntent" then
				local l__next__23 = next;
				local v24, v25 = v21:GetChildren();
				while true do
					local v26, v27 = l__next__23(v24, v25);
					if not v26 then
						break;
					end;
					v25 = v26;
					l__Humanoid__7:ReplaceBodyPartR15(Enum.BodyPartR15[v27.Name], v27);
				end;
			end;
		elseif v21.Name == "R6" then
			v21:GetChildren()[1].Parent = v4;
		end;
	end;
	local l__Body_Colors__28 = v2:FindFirstChild("Body Colors");
	if l__Body_Colors__28 then
		l__Body_Colors__28.Parent = v4;
	end;
	local l__Shirt__29 = v2:FindFirstChild("Shirt");
	if l__Shirt__29 then
		l__Shirt__29.Parent = v4;
	end;
	local l__Shirt_Graphic__30 = v2:FindFirstChild("Shirt Graphic");
	if l__Shirt_Graphic__30 then
		l__Shirt_Graphic__30.Parent = v4;
	end;
	local l__Pants__31 = v2:FindFirstChild("Pants");
	if l__Pants__31 then
		l__Pants__31.Parent = v4;
	end;
	local l__Mesh__32 = v2:FindFirstChild("Mesh");
	if l__Mesh__32 then
		l__Head__6.Mesh:Destroy();
		l__Mesh__32.Parent = l__Head__6;
	end;
	local l__face__33 = v2:FindFirstChild("face");
	if l__face__33 then
		l__Head__6.face:Destroy();
		l__face__33.Parent = l__Head__6;
	end;
	v4.Name = p1;
	v4.Parent = p2;
	v2:Destroy();
	return v4;
end;


Prompt:
--[[Variables]]--
--Services--

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


Prompt: --anti-sleep algorithm

Response:
local LastPositions = {}
local NumberPositions = 5
local LastAveragePosition = coupler.Position
local LastRateOfChangeOfAveragePosition = 0
local WakeupThreshold = 0.5 --studs per second


Prompt:
--------------------------------------------------------------
-- You DO NOT need to add yourself to any of these lists!!! --
--------------------------------------------------------------

Response:
local Owners={}					-- Can set SuperAdmins, & use all the commands
local SuperAdmins={}			-- Can set permanent admins, & shutdown the game
local Admins={}					-- Can ban, crash, & set Moderators/VIP
local Mods={}					-- Can kick, mute, & use most commands
local VIP={}					-- Can use nonabusive commands only on self

local Settings={


Prompt:
--[=[
  @function flatten
  @within Dictionary

  @param dictionary T -- The dictionary to flatten.
  @param depth? number -- The depth to flatten the dictionary to.
  @return T -- The flattened dictionary.

  Flattens a dictionary. If depth is not specified, it will flatten the dictionary as far as it can go.

  ```lua
  local dictionary = {
    hello = "world",
    goodbye = {
      world = "hello",
      roblox = {
        yes = "no",
        no = "yes",
      }
    }
  }

  local new = Flatten(dictionary) -- { hello = "world", world = "hello", yes = "no", no = "yes" }
  local new = Flatten(dictionary, 1) -- { hello = "world", world = "hello", roblox = { yes = "no", no = "yes" } }
  ```
]=]

Response:
local function flatten(dictionary: _T.AnyDictionary, depth: number?): _T.AnyDictionary
	depth = if type(depth) == "number" then depth else math.huge

	local result = {}

	for key, value in pairs(dictionary :: _T.AnyDictionary) do
		if type(value) == "table" and depth > 0 then
			local nested = flatten(value, depth - 1)

			for resultKey, resultValue in pairs(result) do
				nested[resultKey] = resultValue
			end

			result = nested
		else
			result[key] = value
		end
	end

	return result
end

return flatten


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 899		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 1100		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 8000		--		Use sliders to manipulate values
	Tune.Redline		= 7500		--		Copy and paste slider values into the respective tune values
	Tune.ComfortShift   = 3500
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

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

	--Misc
	Tune.RevAccel		= 160		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 0			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


Response:
function CheckDeletes(Model,Delete)
	for _,s in pairs(Model:GetDescendants())do
		if s:IsA("VehicleSeat") or s:IsA("Seat") then
			if s:FindFirstChild("SeatWeld") ~= nil then
				Delete = false
				break;
			end
		end
	end
	print(Delete)
	return Delete
end


Prompt: --make the part jump up and down 5 times

Response:
	for i = 1,5 do
    part.Position = part.Position + Vector3.new(0,1,0)
    wait(0.2)
	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		= 180				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 280				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 320				,
		spInc			= 20				, -- Increment between labelled notches
	}
}


Prompt: -- Keep MostPoints value updated:

Response:
PointsService.MostPoints.Changed:Connect(function(newMostPoints)
	mostPoints = newMostPoints
end)


Prompt: --Variables--

Response:
local Tool = script.Tool
local GamepassID = script.GamepassID


Prompt: --[[ The Module ]]

Response:
--
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
local ClassicCamera = setmetatable({}, BaseCamera)
ClassicCamera.__index = ClassicCamera

function ClassicCamera.new()
	local self = setmetatable(BaseCamera.new(), ClassicCamera)

	self.isFollowCamera = false
	self.isCameraToggle = false
	self.lastUpdate = tick()
	self.cameraToggleSpring = Util.Spring.new(5, 0)

	return self
end

function ClassicCamera:GetCameraToggleOffset(dt)
	assert(FFlagUserCameraToggle)

	if self.isCameraToggle then
		local zoom = self.currentSubjectDistance

		if CameraInput.getTogglePan() then
			self.cameraToggleSpring.goal = math.clamp(Util.map(zoom, 0.5, self.FIRST_PERSON_DISTANCE_THRESHOLD, 0, 1), 0, 1)
		else
			self.cameraToggleSpring.goal = 0
		end

		local distanceOffset = math.clamp(Util.map(zoom, 0.5, 64, 0, 1), 0, 1) + 1
		return Vector3.new(0, self.cameraToggleSpring:step(dt)*distanceOffset, 0)
	end

	return Vector3.new()
end


Prompt: -- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/formatTime.ts


Prompt: -- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388

Response:
debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Accessory")
		p = Instance.new("Part")
		h.Name = "Accessory"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(-0,-0,-1)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0,-0.05,0.22) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: -- The maximum distance the can can shoot, this value should never go above 1000

Response: local Range = 250


Prompt: --Functions

Response:
local function onTouched(hit)
	local Humanoid = hit.Parent:FindFirstChild("Humanoid")
	local player = game.Players:GetPlayerFromCharacter(hit.Parent)

	if Humanoid and Debounce == false then
		local leaderstats = player:FindFirstChild("leaderstats")
		Debounce = true

		if Debounce == true and leaderstats then

			leaderstats.Guesses.Value = leaderstats.Guesses.Value + AMOUNT_GIVEN
			local sound = script.Parent["Game Sound Correct"]

			if not sound.IsPlaying then
				sound:Play()
			wait(2)
				wait(10)
			end
		end
	end
end


Prompt: --Va en los Bloques de Checkpoints

Response:
function ot(hit)
	if hit.Parent ~= nil then
		local player = game.Players:playerFromCharacter(hit.Parent)
		if player ~= nil then
			if player.leaderstats.Stage.Value == script.Parent.Name - 1 then
				local h = hit.Parent:FindFirstChild("Humanoid")
				if h ~= nil then
					if h.Health ~= 0 then
						player.leaderstats.Stage.Value = script.Parent.Name
					end end end end end end

script.Parent.Touched:connect(ot)


Prompt: --- Load and create constants

Response:
local AntiGravityForce      = Instance.new("BodyForce")
AntiGravityForce.Name       = "GravityCoilEffect"
AntiGravityForce.Archivable = false

local Handle           = WaitForChild(Tool, "Handle")
local CoilSound        = WaitForChild(Handle, "CoilSound")
local GravityMaid      = MakeMaid() -- Will contain and maintain events

local function UpdateGravityEffect(Character)
	-- Updates the AntiGravityForce to match the force of gravity on the character

	local Bricks
	if Character:IsDescendantOf(game) and Character:FindFirstChild("HumanoidRootPart") and Character.HumanoidRootPart:IsA("BasePart") then
		local BasePart = Character.HumanoidRootPart
		Bricks         = BasePart:GetConnectedParts(true) -- Recursive
	else
		warn("[UpdateGravityEffect] - Character failed to have a HumanoidRootPart or something")
		Bricks = GetBricks(Character)
	end

	local TotalMass = 0

	-- Calculate total mass of player
	for _, Part in pairs(Bricks) do
		TotalMass = TotalMass + Part:GetMass()
	end

	-- Force = Mass * Acceleration
	local ForceOnCharacter         = GravityAccelerationConstant * TotalMass
	local CounteringForceMagnitude = (1 - 0.25) * ForceOnCharacter

	-- Set the actual value...
	AntiGravityForce.force = Vector3.new(0, CounteringForceMagnitude, 0)
end


Prompt: --Gear Ratios

Response:
Tune.FinalDrive		= 3.06			-- Gearing determines top speed and wheel torque
Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
	--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
	--[[Neutral]]	0			,	-- Ratios can also be deleted
	--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
	--[[ 2 ]]		2.04		,
	--[[ 3 ]]		1.38		,
	--[[ 4 ]]		1.03		,
	--[[ 5 ]]		0.81		,
	--[[ 6 ]]		0.64		,
}
Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


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

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	return plrData.Character.Purity.Value >= 50
end


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

Response:
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)


Response:
function CheckWhitelist(v)
	for i = 1, #Whitelist do
		if v == Whitelist[i] then
			return true
		end
	end
	return false
end

Door.Touched:Connect(function(hit)
	if game.Players:GetPlayerFromCharacter(hit.Parent) then
		local plr = game.Players:GetPlayerFromCharacter(hit.Parent)
		if Gamepass <= 0 then return nil end
		if MS:UserOwnsGamePassAsync(plr.UserId, Gamepass) or CheckWhitelist(plr.UserId) then
			Door.CanCollide, Door.Transparency = false, OpenTrans
			wait(OpenTime)
			Door.CanCollide, Door.Transparency = true, CloseTrans
		else
			Door.CanCollide, Door.Transparency = true, CloseTrans
			if BuyGUI == true then
				MS:PromptGamePassPurchase(plr, Gamepass)
			end
			if KillOnTouch == true then
				plr.Character.Humanoid.Health = 0
			end
		end
	end
end)


Prompt: --Variables

Response:
local SeatInteractionCount = {}

local VehicleSeating = {}

local function Raycast(startPos, direction, range, ignore, inceptNumber)
	if inceptNumber == nil then inceptNumber = 0 end
	inceptNumber = inceptNumber + 1
	local ray = Ray.new(startPos, direction * range)
	local part, position = Workspace:FindPartOnRayWithIgnoreList(ray, ignore)
	if part then
		if part.CanCollide == false and inceptNumber <= 5 then
			--raycast again if we hit a cancollide false brick, put a limit on to prevent an infinite loop
			local rangeLeft = range - (startPos - position).magnitude
			part, position = Raycast(position, direction, rangeLeft, ignore, inceptNumber) --Raycast remaining distance.
		end
	end
	return part, position
end

local function ExitSeat(player, character, seat, weld)
	local hrp = character:FindFirstChild("HumanoidRootPart")
	if hrp then
		weld:Destroy()

		if seat:FindFirstChild("DoorHinge") then
			seat.DoorLatchWeld.Enabled = false
			seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE
		end
		--Record the interaction
		SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1

		wait()
		if seat:FindFirstChild("ExitPosition") then --Check if we can move the character to the designated pos.
			--Find vehicle model
			local model
			local newParent = seat
			repeat
				model = newParent
				newParent = model.Parent
			until newParent.ClassName ~= "Model"

			local targetPos = seat.ExitPosition.WorldPosition
			local delta = targetPos - seat.Position
			local dist = delta.magnitude
			local dir = delta.unit
			local part, _ = Raycast(seat.Position, dir, dist, {character, model})

			if not part then --Prevent people being CFramed into walls and stuff
				hrp.CFrame = CFrame.new(targetPos)
			else
				hrp.CFrame = CFrame.new(seat.Position)
				--The CFrame element orients the character up-right, the MoveTo stops the character from clipping into objects
				character:MoveTo(seat.Position+Vector3.new(0,8,0))
			end
		else
			hrp.CFrame = CFrame.new(seat.Position)
			character:MoveTo(seat.Position+Vector3.new(0,8,0))
		end

		RemotesFolder.ExitSeat:FireClient(player, true) --Fire this to trigger the client-side anti-trip function

		wait(DOOR_OPEN_TIME)

		SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil
		if seat:FindFirstChild("DoorHinge") then
			--If nobody else has interactied in this time, close the door.
			if SeatInteractionCount[seat] == nil then
				seat.DoorHinge.TargetAngle = 0
				-- Weld door shut when closed
				while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do
					wait()
				end
				seat.DoorLatchWeld.Enabled = true
			end
		end
	end
end

local function FlipSeat(Player, Seat)
	if Seat then
		if Seat.Parent then
			if not Seat.Parent.Parent:FindFirstChild("Scripts") then
				warn("Flip Error: Scripts file not found. Please parent seats to the chassis model")
				return
			end
			if not Seat.Parent.Parent.Scripts:FindFirstChild("Chassis") then
				warn("Flip Error: Chassis module not found.")
				return
			end
			local Chassis = require(Seat.Parent.Parent.Scripts.Chassis)
			Chassis.Redress()
		end
	end
end

function VehicleSeating.SetRemotesFolder(remotes)
	RemotesFolder = remotes

	RemotesFolder:FindFirstChild("GetSeatTag").OnServerInvoke = function(player)
		return SeatTag
	end

	--Detect exit seat requests
	RemotesFolder:FindFirstChild("ExitSeat").OnServerEvent:Connect(function(player)
		if player.Character then
			local character = player.Character
			if player.Character:FindFirstChild("HumanoidRootPart") then
				for _, weld in pairs(character.HumanoidRootPart:GetJoints()) do
					if weld.Name == "SeatWeld" then
						ExitSeat(player, character, weld.Part0, weld)
						break
					end
				end
			end
		end
	end)

	RemotesFolder:FindFirstChild("FlipSeat").OnServerEvent:Connect(FlipSeat)

	--When a player holds down the interaction button, open the vehicle door.
	--This only serves a purpose if there are doors to open/close
	RemotesFolder:FindFirstChild("GetInStart").OnServerEvent:Connect(function(player, seat)
		if seat:FindFirstChild("DoorHinge") then
			if seat.DoorHinge.ClassName ~= "HingeConstraint" then warn("Warning, door hinge is not actually a hinge!") end

			--Record that a player is trying to get in the seat
			SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1

			--Activate the hinge
			seat.DoorLatchWeld.Enabled = false
			seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE
			seat.DoorHinge.AngularSpeed = DOOR_OPEN_SPEED

			wait(DOOR_OPEN_TIME)

			--Check if anyone has interacted with the door within this time. If not, close it.
			SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil
			if SeatInteractionCount[seat] == nil then
				seat.DoorHinge.TargetAngle = 0
				-- Weld door shut when closed
				while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do
					wait()
				end
				seat.DoorLatchWeld.Enabled = true
			end
		end
	end)

	--Actually put the character in the seat when requested.
	RemotesFolder.GetInSeat.OnServerEvent:Connect(function(Player, Seat)
		if Seat then
			if not Seat:FindFirstChild("SeatWeld") then
				if Player.Character ~= nil then
					local HRP = Player.Character:FindFirstChild("HumanoidRootPart")
					local humanoid = Player.Character:FindFirstChild("Humanoid")
					if HRP then
						local Dist = (HRP.Position - Seat.Position).magnitude
						if Dist <= MAX_SEATING_DISTANCE then
							Seat:Sit(humanoid)
						end
					end
				end
			end
		end
	end)
end

function VehicleSeating.AddSeat(seat, enterCallback, exitCallback)
	CollectionService:AddTag(seat, SeatTag)

	local occupantPlayer = nil
	local occupantChangedConn = seat:GetPropertyChangedSignal("Occupant"):Connect(function()
		if seat.Occupant then
			local char = seat.Occupant.Parent
			occupantPlayer = Players:GetPlayerFromCharacter(char)
			if occupantPlayer and enterCallback then
				enterCallback(occupantPlayer, seat)
			end
		elseif occupantPlayer and exitCallback then
			exitCallback(occupantPlayer, seat)
			occupantPlayer = nil
		end
	end)

	--Clean up after the seat is destroyed
	seat.AncestryChanged:connect(function()
		if not seat:IsDescendantOf(game) then
			occupantChangedConn:Disconnect()
		end
	end)
end

return VehicleSeating


Prompt:
--[[ReadMe*
	Please improve upon this script as needed, I'm a noob scripter and I only script
	through ways I know that work. This loop works, so I'm happy with it. But please,
	edit as you may.

	This model uses MeshParts to animate the flag. The previous frame turns transparent
	while the next frame becomes visible.

	If you would like to use your own custom flag, for your ROBLOX group or country,
	select all the children in the "Flag" model and paste in a ROBLOX decal asset in
	the "TextureID" slot. If you receive an error, try subtracting 1 from the decal id.

		http://www.roblox.com/asset/?id={decal id}
		rbxassetid://{decal id}

	Any ROBLOX decal in the Developers Library will work, or you may upload your own
	flag decal to insert in. Rectangular decals are recommended for this flag.
		*If you use a decal with a transparent background in the MeshPart's TextureID,
		the transparent background will default to black. Instead, insert the actual
		decal into every MeshPart in "Flag." This will allow you to change the BrickColor
		of the flag with the decal on top.

	The flags have been UV mapped to flip the flag design on the other side.
		e.g. You won't see the blue box of the United States flag on the other side
			 of the flag on its end, but close to the pole for both sides.

	Thank you and have a wonderful day.
	(MeshParts rendered using Blender)
--]]

Response:
sp=script.Parent
flag=sp.Flag

reset=function()
	for _,meshpart in pairs (flag:GetChildren()) do
		if meshpart:IsA("MeshPart") then
			meshpart.Transparency=1
		end
	end
end

waittime=0.0,0 --Time between each "Frame"

while true do
	wait(waittime)
	reset()
	flag["2"].Transparency=0
	wait(waittime)
	reset()
	flag["3"].Transparency=0
	wait(waittime)
	reset()
	flag["4"].Transparency=0
	wait(waittime)
	reset()
	flag["5"].Transparency=0
	wait(waittime)
	reset()
	flag["6"].Transparency=0
	wait(waittime)
	reset()
	flag["7"].Transparency=0
	wait(waittime)
	reset()
	flag["8"].Transparency=0
	wait(waittime)
	reset()
	flag["9"].Transparency=0
	wait(waittime)
	reset()
	flag["10"].Transparency=0
	wait(waittime)
	reset()
	flag["11"].Transparency=0
	wait(waittime)
	reset()
	flag["12"].Transparency=0
	wait(waittime)
	reset()
	flag["13"].Transparency=0
	wait(waittime)
	reset()
	flag["14"].Transparency=0
	wait(waittime)
	reset()
	flag["15"].Transparency=0
	wait(waittime)
	reset()
	flag["16"].Transparency=0
	wait(waittime)
	reset()
	flag["1"].Transparency=0
end


Prompt: -- Want to turn off Invisicam? Be sure to call this after.

Response:
function Invisicam:Cleanup()
	for hit, originalFade in pairs(self.savedHits) do
		hit.LocalTransparencyModifier = originalFade
	end
end

function Invisicam:Update(dt: number, desiredCameraCFrame: CFrame, desiredCameraFocus: CFrame): (CFrame, CFrame)
	-- Bail if there is no Character
	if not self.enabled or not self.char then
		return desiredCameraCFrame, desiredCameraFocus
	end

	self.camera = game.Workspace.CurrentCamera

	-- TODO: Move this to a GetHumanoidRootPart helper, probably combine with CheckTorsoReference
	-- Make sure we still have a HumanoidRootPart
	if not self.humanoidRootPart then
		local humanoid = self.char:FindFirstChildOfClass("Humanoid")
		if humanoid and humanoid.RootPart then
			self.humanoidRootPart = humanoid.RootPart
		else
			-- Not set up with Humanoid? Try and see if there's one in the Character at all:
			self.humanoidRootPart = self.char:FindFirstChild("HumanoidRootPart")
			if not self.humanoidRootPart then
				-- Bail out, since we're relying on HumanoidRootPart existing
				return desiredCameraCFrame, desiredCameraFocus
			end
		end

		-- TODO: Replace this with something more sensible
		local ancestryChangedConn
		ancestryChangedConn = self.humanoidRootPart.AncestryChanged:Connect(function(child, parent)
			if child == self.humanoidRootPart and not parent then
				self.humanoidRootPart = nil
				if ancestryChangedConn and ancestryChangedConn.Connected then
					ancestryChangedConn:Disconnect()
					ancestryChangedConn = nil
				end
			end
		end)
	end

	if not self.torsoPart then
		self:CheckTorsoReference()
		if not self.torsoPart then
			-- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso
			return desiredCameraCFrame, desiredCameraFocus
		end
	end

	-- Make a list of world points to raycast to
	local castPoints = {}
	self.behaviorFunction(self, castPoints)

	-- Cast to get a list of objects between the camera and the cast points
	local currentHits = {}
	local ignoreList = {self.char}
	local function add(hit)
		currentHits[hit] = true
		if not self.savedHits[hit] then
			self.savedHits[hit] = hit.LocalTransparencyModifier
		end
	end

	local hitParts
	local hitPartCount = 0

	-- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays
	-- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled
	local headTorsoRayHitParts = {}

	local perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY
	local perPartTransparencyOtherHits = TARGET_TRANSPARENCY

	if USE_STACKING_TRANSPARENCY then

		-- This first call uses head and torso rays to find out how many parts are stacked up
		-- for the purpose of calculating required per-part transparency
		local headPoint = self.headPart and self.headPart.CFrame.p or castPoints[1]
		local torsoPoint = self.torsoPart and self.torsoPart.CFrame.p or castPoints[2]
		hitParts = self.camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList)

		-- Count how many things the sample rays passed through, including decals. This should only
		-- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals,
		-- so my compromise for now is to just let any decal increase the part count by 1. Only one
		-- decal per part will be considered.
		for i = 1, #hitParts do
			local hitPart = hitParts[i]
			hitPartCount = hitPartCount + 1 -- count the part itself
			headTorsoRayHitParts[hitPart] = true
			for _, child in pairs(hitPart:GetChildren()) do
				if child:IsA('Decal') or child:IsA('Texture') then
					hitPartCount = hitPartCount + 1 -- count first decal hit, then break
					break
				end
			end
		end

		if (hitPartCount > 0) then
			perPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount )
			perPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount )
		end
	end

	-- Now get all the parts hit by all the rays
	hitParts = self.camera:GetPartsObscuringTarget(castPoints, ignoreList)

	local partTargetTransparency = {}

	-- Include decals and textures
	for i = 1, #hitParts do
		local hitPart = hitParts[i]

		partTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits

		-- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of
		-- parts to be modified by invisicam
		if hitPart.Transparency < partTargetTransparency[hitPart] then
			add(hitPart)
		end

		-- Check all decals and textures on the part
		for _, child in pairs(hitPart:GetChildren()) do
			if child:IsA('Decal') or child:IsA('Texture') then
				if (child.Transparency < partTargetTransparency[hitPart]) then
					partTargetTransparency[child] = partTargetTransparency[hitPart]
					add(child)
				end
			end
		end
	end

	-- Invisibilize objects that are in the way, restore those that aren't anymore
	for hitPart, originalLTM in pairs(self.savedHits) do
		if currentHits[hitPart] then
			-- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency
			hitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0
		else -- Restore original pre-invisicam value of LTM
			hitPart.LocalTransparencyModifier = originalLTM
			self.savedHits[hitPart] = nil
		end
	end

	-- Invisicam does not change the camera values
	return desiredCameraCFrame, desiredCameraFocus
end

return Invisicam


Prompt: --//Setup//--

Response:
local SongsHolder = script.Parent

local Songs = SongsHolder.Songs:GetChildren()

local CurrentSong = SongsHolder.CurrentSong

local Boombox = SongsHolder.Boombox
local SongNameGui = Boombox.SongNameGui
local NameText = SongNameGui.NameText


Prompt: -- May return NaN or inf or -inf

Response:
local function findAngleBetweenXZVectors(vec2, vec1)
	-- This is a way of finding the angle between the two vectors:
	return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end

local function CreateFollowCamera()
	local module = RootCameraCreator()

	local tweenAcceleration = math.rad(220)
	local tweenSpeed = math.rad(0)
	local tweenMaxSpeed = math.rad(250)
	local timeBeforeAutoRotate = 2

	local lastUpdate = tick()
	module.LastUserPanCamera = tick()
	function module:Update()
		local now = tick()
		local timeDelta = (now - lastUpdate)

		local userPanningTheCamera = (self.UserPanningTheCamera == true)
		local camera = 	workspace.CurrentCamera
		local player = PlayersService.LocalPlayer
		local humanoid = self:GetHumanoid()
		local cameraSubject = camera and camera.CameraSubject
		local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing
		local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
		local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')

		if lastUpdate == nil or now - lastUpdate > 1 then
			module:ResetCameraLook()
			self.LastCameraTransform = nil
		end

		if lastUpdate then

			if self:ShouldUseVRRotation() then
				self.RotateInput = self.RotateInput + self:GetVRRotationInput()
			else
				-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
				local delta = math.min(0.1, now - lastUpdate)
				local angle = 0
				-- NOTE: Traditional follow camera does not rotate with arrow keys
				if not (isInVehicle or isOnASkateboard) then
					angle = angle + (self.TurningLeft and -120 or 0)
					angle = angle + (self.TurningRight and 120 or 0)
				end

				local gamepadRotation = self:UpdateGamepad()
				if gamepadRotation ~= Vector2.new(0,0) then
					userPanningTheCamera = true
					self.RotateInput = self.RotateInput + (gamepadRotation * delta)
				end

				if angle ~= 0 then
					userPanningTheCamera = true
					self.RotateInput = self.RotateInput + Vector2.new(math.rad(angle * delta), 0)
				end
			end
		end

		-- Reset tween speed if user is panning
		if userPanningTheCamera then
			tweenSpeed = 0
			module.LastUserPanCamera = tick()
		end

		local userRecentlyPannedCamera = now - module.LastUserPanCamera < timeBeforeAutoRotate

		local subjectPosition = self:GetSubjectPosition()
		if subjectPosition and player and camera then
			local zoom = self:GetCameraZoom()
			if zoom < 0.5 then
				zoom = 0.5
			end

			if self:GetShiftLock() and not self:IsInFirstPerson() then
				local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
				local offset = ((newLookVector * XZ_VECTOR):Cross(UP_VECTOR).unit * 1.75)
				if IsFiniteVector3(offset) then
					subjectPosition = subjectPosition + offset
				end
			else
				if self.LastCameraTransform and not userPanningTheCamera then
					local isInFirstPerson = self:IsInFirstPerson()
					if (isClimbing or isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then
						if isInFirstPerson then
							if self.LastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
								local y = -findAngleBetweenXZVectors(self.LastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector)
								if IsFinite(y) then
									self.RotateInput = self.RotateInput + Vector2.new(y, 0)
								end
								tweenSpeed = 0
							end
						elseif not userRecentlyPannedCamera then
							local forwardVector = humanoid.Torso.CFrame.lookVector
							if isOnASkateboard then
								forwardVector = cameraSubject.CFrame.lookVector
							end

							tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta)

							local percent = clamp(0, 1, tweenSpeed * timeDelta)
							if not isClimbing and self:IsInFirstPerson() then
								percent = 1
							end
							local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook())
							-- Check for NaN
							if IsFinite(y) and math.abs(y) > 0.0001 then
								self.RotateInput = self.RotateInput + Vector2.new(y * percent, 0)
							end
						end
					elseif not (isInFirstPerson or userRecentlyPannedCamera) and (HasVRAPI and not UserInputService.VREnabled) then
						local lastVec = -(self.LastCameraTransform.p - subjectPosition)
						local y = findAngleBetweenXZVectors(lastVec, self:GetCameraLook())
						-- Check for NaNs
						if IsFinite(y) and math.abs(y) > 0.0001 then
							self.RotateInput = self.RotateInput + Vector2.new(y, 0)
						end
					end
				end
			end
			local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
			self.RotateInput = Vector2.new()

			camera.Focus = UserInputService.VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition)
			camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p) + Vector3.new(0, self:GetCameraHeight(), 0)

			self.LastCameraTransform = camera.CoordinateFrame
			self.LastCameraFocus = camera.Focus
			if isInVehicle or isOnASkateboard and cameraSubject:IsA('BasePart') then
				self.LastSubjectCFrame = cameraSubject.CFrame
			else
				self.LastSubjectCFrame = nil
			end
		end

		lastUpdate = now
	end

	return module
end

return CreateFollowCamera


Prompt: --properties

Response:
local flicker = script.Parent.Base.PointLight

flicker.Brightness = 1.78

while true do

	flicker.Brightness = 1.87

	wait (0.01)

	flicker.Brightness = 1.76

	wait (0.01)

	flicker.Brightness = 1.65

	wait (0.01)

	flicker.Brightness = 1.54

	wait (0.01)

	flicker.Brightness = 1.43

	wait (0.01)

	flicker.Brightness = 1.32

	wait (0.01)

	flicker.Brightness = 1.21

	wait (0.01)

	flicker.Brightness = 1.10

	wait (0.01)

	flicker.Brightness = 0.99

	wait (0.02)

	flicker.Brightness = 0.90

	wait(0.01)

	flicker.Brightness = 1.10

	wait (0.02)

	flicker.Brightness = 1.15

	wait (0.3)

	flicker.Brightness = 1.30

end


Prompt: -- Get services

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


Prompt: -- ALEX WAS HERE LOL

Response:
local v1 = {};
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
function v1.Reward(p1)
	local v2 = u1.Saving.Get(p1);
	if not v2 then
		return;
	end;
	local v3 = u1.Directory.Ranks[v2.Rank];
	if #v3.rewards == 0 or os.time() - v2.RankTimer < v3.rewardCooldown then
		return;
	end;
	v2.RankTimer = os.time();
	for  v8, v9 in ipairs(v3.rewards) do
		local v7 = nil;
		local v10 = nil;
		v10, v7 = unpack(v9);
		if v10 == "Triple Coins Boost" then
			u1.Boosts.Give(p1, "Triple Coins", v7);
		elseif v10 == "Super Lucky Boost" then
			u1.Boosts.Give(p1, "Super Lucky", v7);
		elseif v10 == "Ultra Lucky Boost" then
			u1.Boosts.Give(p1, "Ultra Lucky", v7);
		elseif v10 == "Triple Damage Boost" then
			u1.Boosts.Give(p1, "Triple Damage", v7);
		else
			u1.Give.Currency(p1, v7, v10, false);
		end;
	end;
	coroutine.wrap(function()
		u1.Network.Fire("Rewards Redeemed", p1, v3.rewards);
	end)();
	return true;
end;
function v1.Give(p2, p3)
	local v11 = u1.Saving.Get(p2);
	if not v11 then
		return;
	end;
	if v11.Rank ~= p3 then
		v11.Rank = p3;
		v11.RankProgress = 0;
		v11.RankTimer = 0;
		coroutine.wrap(function()
			u1.Network.FireAll("Rank Changed", p2, p3);
			u1.Signal.Fire("Rank Changed", p2, p3)
		end)();
		v1.Reward(p2);
	end;
end;


Prompt: -- Close win dialog

Response:
local function closeDlg(input)
	local mouse = Enum.UserInputType.MouseButton1
	local touch = Enum.UserInputType.Touch

	if input.UserInputType == mouse or input.UserInputType == touch then
		dlg.Visible = false
	end
end


Prompt: --{{ Important Values }}--

Response:
local playerStats = game.Players.LocalPlayer:WaitForChild("Drift Points")
local change = script.Parent


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

Response:
local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer;
game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false);
local l__hotbarTemplate__2 = game:GetService("ReplicatedStorage").hotbarTemplate;
local l__TweenService__3 = game:GetService("TweenService");
local u1 = l__LocalPlayer__1.Character or l__LocalPlayer__1.CharacterAdded:Wait();
function getToolAmt()
	local v4 = 0;
	local v5, v6, v7 = pairs(u1:GetChildren());
	while true do
		local v8, v9 = v5(v6, v7);
		if v8 then

		else
			break;
		end;
		v7 = v8;
		if v9:IsA("Tool") then
			v4 = v4 + 1;
		end;
	end;
	local v10, v11, v12 = pairs(l__LocalPlayer__1.Backpack:GetChildren());
	while true do
		local v13, v14 = v10(v11, v12);
		if v13 then

		else
			break;
		end;
		v12 = v13;
		if v14:IsA("Tool") then
			v4 = v4 + 1;
		end;
	end;
	return v4;
end;
local u2 = {
	[Enum.KeyCode.One] = Enum.KeyCode.One,
	[Enum.KeyCode.Two] = Enum.KeyCode.Two,
	[Enum.KeyCode.Three] = Enum.KeyCode.Three,
	[Enum.KeyCode.Four] = Enum.KeyCode.Four,
	[Enum.KeyCode.Five] = Enum.KeyCode.Five,
	[Enum.KeyCode.Six] = Enum.KeyCode.Six,
	[Enum.KeyCode.Seven] = Enum.KeyCode.Seven,
	[Enum.KeyCode.Eight] = Enum.KeyCode.Eight,
	[Enum.KeyCode.Nine] = Enum.KeyCode.Nine,
	[Enum.KeyCode.Zero] = Enum.KeyCode.Zero
};
local l__Hotbar__3 = l__LocalPlayer__1.PlayerGui.MainUI.Hotbar;
if not l__Hotbar__3 then
	local hotbar = script.Hotbar:Clone()
	hotbar	= l__LocalPlayer__1.PlayerGui.MainUI
	l__Hotbar__3 = hotbar
end
local u4 = { "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight", "Nine", "Zero" };
game:GetService("UserInputService").InputBegan:Connect(function(p1, p2)
	if p2 then
		return;
	end;
	if u2[p1.KeyCode] then
		for v15, v16 in pairs(l__Hotbar__3:GetChildren()) do
			if v16:IsA("TextButton") and p1.KeyCode == Enum.KeyCode[u4[tonumber(v16.SlotNum.Text)]] then
				script.Parent.EquipTool:FireServer(l__LocalPlayer__1.Backpack:FindFirstChild(v16.Name) or  game.Players.LocalPlayer.Character:FindFirstChild(v16.Name));
			end;
		end;
	end;
end);
function addToolToHotbar(p3)
	local v17 = l__hotbarTemplate__2:Clone();
	v17.Name = p3.Name;
	v17.Parent = l__Hotbar__3;
	v17.Tool.Image = p3.TextureId or "rbxassetid://0";
	v17.SlotNum.Text = tostring(getToolAmt());
	v17.MouseButton1Click:Connect(function()
		script.Parent.EquipTool:FireServer(l__LocalPlayer__1.Backpack:FindFirstChild(p3.Name) or game.Players.LocalPlayer.Character:FindFirstChild(p3.Name));
	end);
	l__Hotbar__3.Size = l__Hotbar__3.Size + UDim2.new(0.25, 0, 0, 0);
end;
for v18, v19 in pairs(l__LocalPlayer__1.Backpack:GetChildren()) do
	if v19:IsA("Tool") then
		if not l__Hotbar__3:FindFirstChild(v19.Name) then
			addToolToHotbar(v19);
		else
			local v20 = 0;
			local v21 = {};
			for v22, v23 in pairs(l__LocalPlayer__1.Backpack:GetChildren()) do
				if v23.Name == v19.Name then
					v20 = v20 + 1;
					table.insert(v21, v23);
				end;
			end;
			for v24, v25 in pairs(game:GetService("ReplicatedStorage").PlayerStorage:GetChildren()) do
				if v25.Name == v19.Name then
					v20 = v20 + 1;
				end;
			end;
			if v20 > 1 then
				l__Hotbar__3[v19.Name].DurabilityNumber.Visible = true;
				l__Hotbar__3[v19.Name].DurabilityNumber.Text = "x" .. tostring(v20);
				wait(0);
				v21[1].Parent = game:GetService("ReplicatedStorage").PlayerStorage;
			else
				l__Hotbar__3[v19.Name].UIStroke.Transparency = 0.7;
				l__TweenService__3:Create(l__Hotbar__3[v19.Name], TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
					Size = UDim2.new(0.8, 0, 0.8, 0)
				}):Play();
			end;
		end;
	end;
end;
l__LocalPlayer__1.Backpack.ChildAdded:Connect(function(p4)
	if p4:IsA("Tool") then
		if not l__Hotbar__3:FindFirstChild(p4.Name) then
			addToolToHotbar(p4);
			return;
		end;
		local v26 = 0;
		local v27 = {};
		for v28, v29 in pairs(l__LocalPlayer__1.Backpack:GetChildren()) do
			if v29.Name == p4.Name then
				v26 = v26 + 1;
				table.insert(v27, v29);
			end;
		end;
		for v30, v31 in pairs(game:GetService("ReplicatedStorage").PlayerStorage:GetChildren()) do
			if v31.Name == p4.Name then
				v26 = v26 + 1;
			end;
		end;
		if v26 > 1 then
			l__Hotbar__3[p4.Name].DurabilityNumber.Visible = true;
			l__Hotbar__3[p4.Name].DurabilityNumber.Text = "x" .. tostring(v26);
			wait(0);
			v27[1].Parent = game:GetService("ReplicatedStorage").PlayerStorage;
			return;
		else
			l__Hotbar__3[p4.Name].UIStroke.Transparency = 0.7;
			l__TweenService__3:Create(l__Hotbar__3[p4.Name], TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
				Size = UDim2.new(0.8, 0, 0.8, 0)
			}):Play();
		end;
	end;
end);
l__LocalPlayer__1.Character.ChildAdded:Connect(function(p5)
	if p5:IsA("Tool") then
		if not l__Hotbar__3:FindFirstChild(p5.Name) then
			addToolToHotbar(p5);
		end;
		local v32 = l__Hotbar__3[p5.Name];
		v32.UIStroke.Transparency = 0;
		l__TweenService__3:Create(v32, TweenInfo.new(0.1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), {
			Size = UDim2.new(1, 0, 1, 0)
		}):Play();
	end;
end);
l__LocalPlayer__1.Character.ChildRemoved:Connect(function(p6)
	if p6:IsA("Tool") and p6.Parent ~= l__LocalPlayer__1.Backpack and p6.Parent ~= game:GetService("ReplicatedStorage").PlayerStorage and l__Hotbar__3:FindFirstChild(p6.Name) then
		local v33 = tonumber(string.sub(l__Hotbar__3[p6.Name].DurabilityNumber.Text, 2, 2));
		if l__Hotbar__3[p6.Name].DurabilityNumber.Visible and v33 > 1 then
			l__Hotbar__3[p6.Name].DurabilityNumber.Text = "x" .. tostring(v33 - 1);
			if l__Hotbar__3[p6.Name].DurabilityNumber.Text == "x1" then
				l__Hotbar__3[p6.Name].DurabilityNumber.Visible = false;
			end;
			game:GetService("ReplicatedStorage").PlayerStorage:FindFirstChild(p6.Name).Parent = l__LocalPlayer__1.Character;
			return;
		end;
		l__Hotbar__3[p6.Name]:Destroy();
		l__Hotbar__3.Size = l__Hotbar__3.Size - UDim2.new(0.25, 0, 0, 0);
		local v34 = 1;
		for v35, v36 in pairs(l__Hotbar__3:GetChildren()) do
			if v36:IsA("TextButton") then
				v36.SlotNum.Text = tostring(v34);
				v34 = v34 + 1;
			end;
		end;
	end;
end);


Prompt: --Made by Luckymaxer

Response:
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")

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

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

Animations = {}
LocalObjects = {}

Controls = {
	Forward = {
		Value = 0,
		DesiredValue = -1,
		Keys = {Key = "w", ByteKey = 17},
	},
	Backward = {
		Value = 0,
		DesiredValue = 1,
		Keys = {Key = "s", ByteKey = 18},
	},
	Left = {
		Value = 0,
		DesiredValue = -1,
		Keys = {Key = "a", ByteKey = 20},
	},
	Right = {
		Value = 0,
		DesiredValue = 1,
		Keys = {Key = "d", ByteKey = 19},
	}
}

Speed = {
	Current = 2,
	Max = 50
}

Inertia = (1 - (Speed.Current / Speed.Max))

Momentum = Vector3.new(0, 0, 0)
LastMomentum = Vector3.new(0, 0, 0)
TotalMomentum = 0

LastFlap = 0
LastTilt = 0

Rate = (1 / 60)

Flying = false
FireMode = 0

Remotes = Tool:WaitForChild("Remotes")
ServerControl = Remotes:WaitForChild("ServerControl")
ClientControl = Remotes:WaitForChild("ClientControl")

ToolEquipped = false

function RemoveFlyStuff()
	for i, v in pairs(Torso:GetChildren()) do
		if v.Name == "FlightGyro" or v.Name == "FlightVelocity" then
			v:Destroy()
		end
	end
end

function Clamp(Number, Min, Max)
	return math.max(math.min(Max, Number), Min)
end

function Fly()

	if not ToolEquipped or not CheckIfAlive() then
		Flying = false
	else
		Flying = not Flying
	end

	if Flying and ToolEquipped and CheckIfAlive() then

		Momentum = (Torso.Velocity + (Torso.CFrame.lookVector * 3) + Vector3.new(0, 10, 0))
		Momentum = Vector3.new(Clamp(Momentum.X, -15, 15), Clamp(Momentum.Y, -15, 15), Clamp(Momentum.Z, -15, 15))

		local FlightGyro = Instance.new("BodyGyro")
		FlightGyro.Name = "FlightGyro"
		FlightGyro.P = (10 ^ 6)
		FlightGyro.maxTorque = Vector3.new(FlightGyro.P, FlightGyro.P, FlightGyro.P)
		FlightGyro.cframe = Torso.CFrame
		FlightGyro.Parent = Torso

		local FlightVelocity = Instance.new("BodyVelocity")
		FlightVelocity.Name = "FlightVelocity"
		FlightVelocity.velocity = Vector3.new(0, 0, 0)
		FlightVelocity.P = (10 ^ 4)
		FlightVelocity.maxForce = (Vector3.new(1, 1, 1) * (10 ^ 6))
		FlightVelocity.Parent = Torso

		Spawn(function()
			InvokeServer("Flying", {Mode = true})
		end)

		for i, v in pairs(Controls) do
			Controls[i].Value = 0
		end

		Humanoid.AutoRotate = false

		while Flying and CheckIfAlive() and ToolEquipped do

			local CoordinateFrame = Camera.CoordinateFrame
			local Movement = (CoordinateFrame:vectorToWorldSpace(Vector3.new((Controls.Left.Value + Controls.Right.Value), (math.abs(Controls.Forward.Value) * 0.2), (Controls.Forward.Value + Controls.Backward.Value)) * Speed.Current))

			Momentum = ((Momentum * Inertia) + Movement)
			TotalMomentum = Momentum.magnitude
			if TotalMomentum > Speed.Max then
				TotalMomentum = Speed.Max
			end

			local Tilt = ((Momentum * Vector3.new(1, 0, 1)).unit:Cross(((LastMomentum * Vector3.new(1, 0, 1)).unit))).y
			if tostring(Tilt) == "-1.#IND" or tostring(Tilt) == "1.#IND" or Tilt == math.huge or Tilt == -math.huge or tostring(0 / 0) == tostring(Tilt) then
				Tilt = 0
			end
			local AbsoluteTilt = math.abs(Tilt)
			if AbsoluteTilt > 0.06 or AbsoluteTilt < 0.0001 then
				if math.abs(LastTilt) > 0.0001 then
					Tilt = (LastTilt * 0.9)
				else
					Tilt = 0
				end
			else
				Tilt = ((LastTilt * 0.77) + (Tilt * 0.25))
			end

			LastTilt = Tilt
			if TotalMomentum < 0.5 then
				Momentum = Vector3.new(0, 0, 0)
				TotalMomentum = 0
				FlightGyro.cframe = CoordinateFrame
			else
				FlightGyro.cframe = CFrame.new(Vector3.new(0, 0, 0), Momentum) *CFrame.Angles(0, 0, (Tilt * -20)) * CFrame.Angles((math.pi * -0.5 * (TotalMomentum / Speed.Max)), 0, 0)
			end

			FlightVelocity.velocity = Momentum

			local GravityDelta = ((((Momentum * Vector3.new(0, 1, 0)) - Vector3.new(0, -Speed.Max, 0)).magnitude / Speed.Max) * 0.5)
			if GravityDelta > 0.45 and tick() > LastFlap then
				LastFlap = (tick() + 0.5)
			end
			LastMomentum = Momentum
			wait(Rate)
		end
		if CheckIfAlive() then
			Humanoid.AutoRotate = true
			Humanoid:ChangeState(Enum.HumanoidStateType.Freefall)
		end
		RemoveFlyStuff()
		Spawn(function()
			InvokeServer("Flying", {Mode = false})
		end)
		Flying = false
	end
end

function SetAnimation(mode, value)
	if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
		local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
		table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})
		AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
	elseif mode == "StopAnimation" and value then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
	end
end

function DisableJump(Boolean)
	if PreventJump then
		PreventJump:disconnect()
	end
	if Boolean then
		PreventJump = Humanoid.Changed:connect(function(Property)
			if Property ==  "Jump" then
				Humanoid.Jump = false
			end
		end)
	end
end

function CheckIfAlive()
	return (((Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end

function Equipped(Mouse)
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	Torso = Character:FindFirstChild("HumanoidRootPart")
	if not CheckIfAlive() then
		return
	end
	PlayerMouse = Player:GetMouse()
	Mouse.Button1Down:connect(function()
		InvokeServer("MouseClick", {Down = true})
	end)
	Mouse.Button1Up:connect(function()
		InvokeServer("MouseClick", {Down = false})
	end)
	Mouse.KeyDown:connect(function(Key)
		OnClientInvoke("KeyPress", {Key = Key, Down = true})
		InvokeServer("KeyPress", {Key = Key, Down = true})
	end)
	Mouse.KeyUp:connect(function(Key)
		OnClientInvoke("KeyPress", {Key = Key, Down = false})
		InvokeServer("KeyPress", {Key = Key, Down = false})
	end)
	Mouse.Move:connect(function()
		InvokeServer("MouseMove", {Position = Mouse.Hit.p, Target = Mouse.Target})
	end)
	ToolEquipped = true
end

function Unequipped()
	LocalObjects = {}
	RemoveFlyStuff()
	for i, v in pairs(Animations) do
		if v and v.AnimationTrack then
			v.AnimationTrack:Stop()
		end
	end
	for i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do
		if v then
			v:disconnect()
		end
	end
	Animations = {}
	ToolEquipped = false
end

function InvokeServer(mode, value)
	local ServerRtrurn
	pcall(function()
		ServerReturn = ServerControl:InvokeServer(mode, value)
	end)
	return ServerReturn
end

function OnClientInvoke(mode, value)
	if not ToolEquipped or not CheckIfAlive() then
		return
	end
	if mode == "PlayAnimation" then
		SetAnimation("PlayAnimation", value)
	elseif mode == "StopAnimation" then
		SetAnimation("StopAnimation", value)
	elseif mode == "PlaySound" and value then
		value:Play()
	elseif mode == "StopSound" and value then
		value:Stop()
	elseif mode == "MousePosition" then
		return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}
	elseif mode == "DisableJump" and value then
		DisableJump(value)
	elseif mode == "SetLocalTransparencyModifier" and value then
		pcall(function()
			local ObjectFound = false
			for i, v in pairs(LocalObjects) do
				if v == value then
					ObjectFound = true
				end
			end
			if not ObjectFound then
				table.insert(LocalObjects, value)
				if ObjectLocalTransparencyModifier then
					ObjectLocalTransparencyModifier:disconnect()
				end
				ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function()
					for i, v in pairs(LocalObjects) do
						if v.Object and v.Object.Parent then
							local CurrentTransparency = v.Object.LocalTransparencyModifier
							if ((not v.AutoUpdate and (CurrentTransparency == 1 or  CurrentTransparency == 0)) or v.AutoUpdate) then
								v.Object.LocalTransparencyModifier = v.Transparency
							end
						else
							table.remove(LocalObjects, i)
						end
					end
				end)
			end
		end)
	elseif mode == "KeyPress" and value then
		local Key = value.Key
		local ByteKey = string.byte(Key)
		local Down = value.Down
		if ByteKey == 32 and Down then
			Spawn(Fly)
		else
			for i, v in pairs(Controls) do
				if v.Keys.Key == Key or v.Keys.ByteKey == ByteKey then
					v.Value = ((Down and v.DesiredValue) or 0)
				end
			end
		end
	end
end

ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)


Prompt: -- functions

Response:
local function RegisterAction(action, primary, secondary)
	local info	= {
		Primary		= primary;
		Secondary	= secondary;
	}

	actions[action]	= info
end

local function ActionFromInputObject(inputObject)
	for action, info in pairs(actions) do
		if info.Primary then
			if info.Primary.EnumType == Enum.KeyCode then
				if inputObject.KeyCode == info.Primary then
					return action
				end
			elseif info.Primary.EnumType == Enum.UserInputType then
				if inputObject.UserInputType == info.Primary then
					return action
				end
			end
		end

		if info.Secondary then
			if info.Secondary.EnumType == Enum.KeyCode then
				if inputObject.KeyCode == info.Secondary then
					return action
				end
			elseif info.Secondary.EnumType == Enum.UserInputType then
				if inputObject.UserInputType == info.Secondary then
					return action
				end
			end
		end
	end
end


Prompt: -- Connect click events for the slider buttons

Response:
norm.MouseButton1Click:Connect(function()
	onSliderButtonClick(norm)
end)

fast.MouseButton1Click:Connect(function()
	onSliderButtonClick(fast)
end)

max.MouseButton1Click:Connect(function()
	onSliderButtonClick(max)
end)


Prompt:
--[=[
	Returns whether a value is a Brio.

	```lua
	print(Brio.isBrio("yolo")) --> false
	```
	@param value any
	@return boolean
]=]

Response:
function Brio.isBrio(value)
	return type(value) == "table" and value.ClassName == "Brio"
end


Prompt: -- Local Functions

Response:
local function StartIntermission()
	local possiblePoints = {}

	-- Wait for a flag to circle around.
	local flagstand = game.Workspace:WaitForChild("FlagStand")

	-- If no flags were present, use the center of the map as the focal point.
	if not flagstand then
		table.insert(possiblePoints, Vector3.new(0,50,0))
	else
		for _, child in ipairs(game.Workspace:GetChildren()) do
			if child.Name == "FlagStand" then
				table.insert(possiblePoints, child.FlagStand.Position)
			end
		end
	end

	local focalPoint = possiblePoints[math.random(#possiblePoints)]
	Camera.CameraType = Enum.CameraType.Scriptable
	Camera.Focus = CFrame.new(focalPoint)

	-- Stream in the area around the focal point.
	Player:RequestStreamAroundAsync(focalPoint)

	local angle = 0
	game.Lighting.Blur.Enabled = true
	RunService:BindToRenderStep('IntermissionRotate', Enum.RenderPriority.Camera.Value, function()
		local cameraPosition = focalPoint + Vector3.new(50 * math.cos(angle), 20, 50 * math.sin(angle))
		Camera.CoordinateFrame = CFrame.new(cameraPosition, focalPoint)
		angle = angle + math.rad(.25)
	end)
end

local function StopIntermission()
	game.Lighting.Blur.Enabled = false
	RunService:UnbindFromRenderStep('IntermissionRotate')
	Camera.CameraType = Enum.CameraType.Custom
end

local function OnDisplayIntermission(display)
	if display and not InIntermission then
		InIntermission = true
		StartIntermission()
	end
	if not display and InIntermission then
		InIntermission = false
		StopIntermission()
	end
end


Prompt:
--ProximityPrompt.Triggered:Connect(function(Player)
--    local ToolsCopy = game.ReplicatedStorage["Crucifix"]:Clone()
--    ToolsCopy.Parent = Player.Backpack
--end)


Prompt:
--[[
	Returns the last cached value calculated by this Computed object.
	The computed object will be registered as a dependency unless `asDependency`
	is false.
]]

Response:
function class:get(isDependency: boolean?)
	if not isDependency then
		Dependencies.useDependency(self)
	end

	return self._value
end


Prompt: -- Thread utilities

Response:
local SpawnBindable = Instance.new("BindableEvent")

function FastSpawn(fn, ...)
	coroutine.wrap(function(...)
		SpawnBindable.Event:Wait()
		fn(...)
	end)(...)

	SpawnBindable:Fire()
end

function YieldThread()
	-- needed a way to first call coroutine.yield(), and then call SpawnBindable.Event:Wait()
	-- but return what coroutine.yield() returned. This is kinda ugly, but the only other
	-- option was to create a temporary table to store the results, which I didn't want to do

	return (function(...) SpawnBindable.Event:Wait() return ... end)(coroutine.yield())
end

function ResumeThread(thread, ...)
	coroutine.resume(thread, ...)
	SpawnBindable:Fire()
end


Prompt: --[[Initialize]]

Response:
--

local bike=script.Parent.Parent
local _Tune=require(script.Parent)

wait(_Tune.LoadDelay)


Prompt:
--Ranks--
--[[
	0 = Normal Player
	1 = Banned
	2 = Mod
	3 = Admin
	4 = Super Admin
	5 = Owner Admin
	6 = Game Creator --Can only be used in Custom_Commands
--]]

Response:
local Settings = {
	Advertise = true; --Advertises the admin commands on the GUI on the bottom right of the screen
	Prefix = ";"; --NOTE: DO NOT MAKE THIS MORE THAN 1 CHARACTER LONG UNLESS YOU WANT TO BREAK THE CODE! Changing this will change the prefix for the commands you run ex: ;cmds will run since the prefix is set to ";"
	FreeAdmin = false; --Set this from 2-5 if you want people to join the game to have a certain admin, otherwise set it to false
	CommandBar = true; --Set this to true if you want players to be able to use the command bar, otherwise set it to false

	Products = {
	--EXAPMLE	[ID OF GAMEPASS/SHIRT] = Ranks: 2-5 or false if you dont want the item to award admin at the moment
	--Example: Should give the mod for owning the mega donation shirt
		--[1256454890] = 2;
	};

	Groups = {
	--EXAPMLE	[ID OF GROUP] = {Role rank, Ranks: 2-5 or false} if you dont want the item to award admin at the moment
	--Example: My group ID is 3675368 and since I'm the owner of the group my group role rank is 255, and anyone with the role rank of 255 or higher gets "2" as their power which is mod
		--[3675368] = {255,2};
	};
}


Prompt: ----TODO>: toast.position

Response:
				local toastrot=CFrame.new(0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 1, 0)
				toast.CFrame = script.Parent.toaster.CFrame * CFrame.new(Vector3.new(.75,1,0)) * toastrot
				wait(0.4)
				toast.CanCollide=true

				wait(1)
				isenabled=1

				--IF YOU WANT TOAST TO DISAPPEAR AFTER A WHILE, REMOVE THE -- before next two lines.

				--wait(120)
				--toast:remove()

			end
		end
	end
end

script.Parent.toaster.Touched:connect(onTouched)


Prompt: --Updated for R15 avatars by StarWars

Response:
local Tool = script.Parent;

enabled = true

local ghostChar = nil

function makeMeGhostly(trans)

	if ghostChar == nil then return end
	local parts = {"Head", "Torso", "Left Leg", "Right Leg", "Left Arm", "Right Arm", "UpperTorso", "LowerTorso", "RightUpperArm", "RightLowerArm",
		"RightHand", "LeftHand", "LeftLowerArm", "LeftUpperArm", "LeftLowerLeg", "LeftUpperLeg", "RightLowerLeg", "RightUpperLeg",
		"RightFoot", "LeftFoot"}

	for i=1,#parts do
		local p = ghostChar:FindFirstChild(parts[i])
		if p ~= nil then p.Transparency = trans end
	end

end

function UpdateGhostState(isUnequipping)

	if isUnequipping == true then
		makeMeGhostly(0)
		ghostChar = nil
	else
		ghostChar = Tool.Parent
		makeMeGhostly(.5)
	end

end

function onActivated()
	if not enabled  then
		return
	end

	enabled = false
	Tool.GripForward = Vector3.new(-.981, .196, 0)
	Tool.GripPos = Vector3.new(-.5, -0.6, -1.5)
	Tool.GripRight = Vector3.new(0, -0, -1)
	Tool.GripUp = Vector3.new(0.196, .981, 0)

	Tool.Handle.DrinkSound:Play()

	wait(.8)

	local h = Tool.Parent:FindFirstChild("Humanoid")
	if (h ~= nil) then
		UpdateGhostState(false)
	end

	Tool.GripForward = Vector3.new(-1, 0, 0)
	Tool.GripPos = Vector3.new(-.5, -.1, 0)
	Tool.GripRight = Vector3.new(0, 0, 1)
	Tool.GripUp = Vector3.new(0,1,0)

	enabled = true

end

function onEquipped()
	Tool.Handle.OpenSound:play()
end

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

function onUnequipped()
	UpdateGhostState(true)
end

script.Parent.Unequipped:connect(onUnequipped)


Prompt: --Make the player freeze for 3 seconds when part touched

Response:
local function onTouched(otherPart)
	local humanoid = otherPart.Parent:FindFirstChild('Humanoid')
	if humanoid then
		humanoid.WalkSpeed = 0
		wait(3)
		humanoid.WalkSpeed = 16
	end
end


Prompt:
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)

Response:
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)

vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(1, 0, 0)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(1, 0, 0)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(-1, 0, 0)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(-1, 0, 0)) end)

local vehicleDamaged = false
function checkIfVehicleIsDamaged()
	if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
		vehicleDamaged = true
		script.IsDamaged.Value = true
		vehicle.VehicleScript.Disabled = true
		vehicleSmoke.Enabled = true
		vehicle.VehicleSeat.MaxSpeed = 0
		vehicle.ExhaustPipe.Smoke.Enabled = false
		-- Break Joints
		vehicle.Wheel_BackLeft:BreakJoints()
		vehicle.Wheel_FrontLeft:BreakJoints()
		vehicle.Wheel_BackRight:BreakJoints()
		vehicle.Wheel_FrontRight:BreakJoints()
		hood:BreakJoints()
	end
end

vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)


Prompt:
-- Trying to clone something with Archivable=false will return nil for some reason
-- Helper function to enable Archivable, clone, reset Archivable to what it was before
-- and then return the clone

Response:
function safeClone(instance)
	local oldArchivable = instance.Archivable

	instance.Archivable = false
	local clone = instance:Clone()
	instance.Archivable = oldArchivable

	return clone
end

function characterAdded(player, character)
	player.CharacterAppearanceLoaded:wait()
	wait(0.1)

	local humanoid = character:FindFirstChildOfClass("Humanoid")
	buildRagdoll(humanoid)
end

function characterRemoving(character)
	local humanoid = character:FindFirstChildOfClass("Humanoid")
	if humanoid:GetState() ~= Enum.HumanoidStateType.Dead then
		return
	end

	local clone = safeClone(character)
	local cloneHumanoid = clone:FindFirstChildOfClass("Humanoid")

	-- Don't clutter the game with nameplates / healthbars
	cloneHumanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None
	-- Roblox will try to rebuild joints when the clone is parented to Workspace and
	-- break the ragdoll, so disable automatic scaling to prevent that. We don't need
	-- it anyway since the character is already scaled from when it was originally created
	cloneHumanoid.AutomaticScalingEnabled = false

	-- Clean up junk so we have less scripts running and don't have ragdolls
	-- spamming random sounds
	local animate = character:FindFirstChild("Animate")
	local sound = character:FindFirstChild("Sound")
	local health = character:FindFirstChild("Health")

	if animate then
		animate:Destroy()
	end
	if sound then
		sound:Destroy()
	end
	if health then
		health:Destroy()
	end

	clone.Parent = workspace

	-- State is not preserved when cloning. We need to set it back to Dead or the
	-- character won't ragdoll. This has to be done AFTER parenting the character
	-- to Workspace or the state change won't replicate to clients that can then
	-- start simulating the character if they get close enough
	cloneHumanoid:ChangeState(Enum.HumanoidStateType.Dead)
end

function playerAdded(player)
	player.CharacterAdded:connect(function(character)
		characterAdded(player, character)
	end)

	player.CharacterRemoving:Connect(characterRemoving)

	if player.Character then
		characterAdded(player, player.Character)
	end
end

Players.PlayerAdded:connect(playerAdded)


Prompt:
--[[**
	<description>
	Run this once to combine all keys provided into one "main key".
	Internally, this means that data will be stored in a table with the key mainKey.
	This is used to get around the 2-DataStore2 reliability caveat.
	</description>

	<parameter name = "mainKey">
	The key that will be used to house the table.
	</parameter>

	<parameter name = "...">
	All the keys to combine under one table.
	</parameter>
**--]]

Response:
function DataStore2.Combine(mainKey, ...)
	for _, name in pairs({...}) do
		combinedDataStoreInfo[name] = mainKey
	end
end

function DataStore2.ClearCache()
	DataStoreCache = {}
end

function DataStore2.SaveAll(player)
	if DataStoreCache[player] then
		for _, dataStore in pairs(DataStoreCache[player]) do
			if dataStore.combinedStore == nil then
				dataStore:Save()
			end
		end
	end
end

function DataStore2.PatchGlobalSettings(patch)
	for key, value in pairs(patch) do
		assert(Settings[key] ~= nil, "No such key exists: " .. key)
		-- TODO: Implement type checking with this when osyris' t is in
		Settings[key] = value
	end
end

function DataStore2.__call(_, dataStoreName, player)
	assert(
		typeof(dataStoreName) == "string" and typeof(player) == "Instance",
		("DataStore2() API call expected {string dataStoreName, Instance player}, got {%s, %s}")
		:format(
			typeof(dataStoreName),
			typeof(player)
		)
	)

	if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then
		return DataStoreCache[player][dataStoreName]
	elseif combinedDataStoreInfo[dataStoreName] then
		local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player)

		dataStore:BeforeSave(function(combinedData)
			for key in pairs(combinedData) do
				if combinedDataStoreInfo[key] then
					local combinedStore = DataStore2(key, player)
					local value = combinedStore:Get(nil, true)
					if value ~= nil then
						if combinedStore.combinedBeforeSave then
							value = combinedStore.combinedBeforeSave(clone(value))
						end
						combinedData[key] = value
					end
				end
			end

			return combinedData
		end)

		local combinedStore = setmetatable({
			combinedName = dataStoreName,
			combinedStore = dataStore,
		}, {
			__index = function(_, key)
				return CombinedDataStore[key] or dataStore[key]
			end
		})

		if not DataStoreCache[player] then
			DataStoreCache[player] = {}
		end

		DataStoreCache[player][dataStoreName] = combinedStore
		return combinedStore
	end

	local dataStore = {}

	dataStore.Name = dataStoreName
	dataStore.UserId = player.UserId

	dataStore.callbacks = {}
	dataStore.beforeInitialGet = {}
	dataStore.afterSave = {}
	dataStore.bindToClose = {}
	dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore)

	setmetatable(dataStore, DataStoreMetatable)

	local event, fired = Instance.new("BindableEvent"), false

	game:BindToClose(function()
		if not fired then
			spawn(function()
				player.Parent = nil -- Forces AncestryChanged to fire and save the data
			end)

			event.Event:wait()
		end

		local value = dataStore:Get(nil, true)

		for _, bindToClose in pairs(dataStore.bindToClose) do
			bindToClose(player, value)
		end
	end)

	local playerLeavingConnection
	playerLeavingConnection = player.AncestryChanged:Connect(function()
		if player:IsDescendantOf(game) then return end
		playerLeavingConnection:Disconnect()
		dataStore:SaveAsync():andThen(function()
			print("player left, saved " .. dataStoreName)
		end):catch(function(error)
			-- TODO: Something more elegant
			warn("error when player left! " .. error)
		end):finally(function()
			event:Fire()
			fired = true
		end)

		delay(40, function() --Give a long delay for people who haven't figured out the cache :^(
			DataStoreCache[player] = nil
		end)
	end)

	if not DataStoreCache[player] then
		DataStoreCache[player] = {}
	end

	DataStoreCache[player][dataStoreName] = dataStore

	return dataStore
end

DataStore2.Constants = Constants

return setmetatable(DataStore2, DataStore2)


Prompt: --Funçao para abrir o menu de respostas

Response:
local key = game:GetService("UserInputService")

key.InputBegan:Connect(function(input)
	if input.KeyCode == Enum.KeyCode.Q then
		if script.Parent.Tela.Visible == false then   -- Se a tela estiver invisivel
			script.Parent.Tela.Visible = true         -- Fica visivel
			script.Parent.Tela.Mouse.Modal = true
		else                             -- Se não:
			script.Parent.Tela.Visible = false
			script.Parent.Tela.Mouse.Modal = false
		end
	end
end)

script.Parent.MouseButton1Click:Connect(function()
	if script.Parent.Tela.Visible == false then
	script.Parent.Tela.Visible = true
	elseif script.Parent.Tela.Visible == true then
		script.Parent.Tela.Visible = false
	end
end)


Response:
if carSeat.Throttle == -1 and carSeat.Steer == 1 then
	script.Parent.CC.Value = false
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false

carSeat.Parent.Parent.LRW.FB.CanCollide = false
carSeat.Parent.Parent.LRW.RB.CanCollide = false

carSeat.Parent.Parent.RRW.FB.CanCollide = true
carSeat.Parent.Parent.RRW.RB.CanCollide = true

carSeat.Parent.Parent.RFW.FB.CanCollide = true
carSeat.Parent.Parent.RFW.RB.CanCollide = true

wait()
carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false

elseif carSeat.Throttle == -1 and carSeat.Steer == -1 then
	script.Parent.CC.Value = false
carSeat.Parent.Parent.LRW.FB.CanCollide = true
carSeat.Parent.Parent.LRW.RB.CanCollide = true

carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false

carSeat.Parent.Parent.RRW.FB.CanCollide = false
carSeat.Parent.Parent.RRW.RB.CanCollide = false

carSeat.Parent.Parent.LFW.FB.CanCollide = true
carSeat.Parent.Parent.LFW.RB.CanCollide = true

wait()
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false

elseif carSeat.Throttle == 0 and script.Parent.CC.Value == true then
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false

carSeat.Parent.Parent.LRW.FB.CanCollide = false
carSeat.Parent.Parent.LRW.RB.CanCollide = false

carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false

carSeat.Parent.Parent.RRW.FB.CanCollide = false
carSeat.Parent.Parent.RRW.RB.CanCollide = false

elseif carSeat.Throttle == 0 and script.Parent.CC.Value == false then
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false

carSeat.Parent.Parent.LRW.FB.CanCollide = false
carSeat.Parent.Parent.LRW.RB.CanCollide = false

carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false

carSeat.Parent.Parent.RRW.FB.CanCollide = false
carSeat.Parent.Parent.RRW.RB.CanCollide = false

carSeat.Parent.Parent.RFW.VS.Throttle = 0
carSeat.Parent.Parent.LFW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Throttle = 0
carSeat.Parent.Parent.LRW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value

elseif carSeat.Throttle == 1 then
carSeat.Parent.Parent.LFW.FB.CanCollide = false
carSeat.Parent.Parent.LFW.RB.CanCollide = false

carSeat.Parent.Parent.LRW.FB.CanCollide = false
carSeat.Parent.Parent.LRW.RB.CanCollide = false

carSeat.Parent.Parent.RFW.FB.CanCollide = false
carSeat.Parent.Parent.RFW.RB.CanCollide = false

carSeat.Parent.Parent.RRW.FB.CanCollide = false
carSeat.Parent.Parent.RRW.RB.CanCollide = false

elseif carSeat.Throttle == -1 and carSeat.Steer == 0 and speed > 65 then
	script.Parent.CC.Value = false
carSeat.Parent.Parent.LFW.FB.CanCollide = true
carSeat.Parent.Parent.LFW.RB.CanCollide = true

carSeat.Parent.Parent.LRW.FB.CanCollide = true
carSeat.Parent.Parent.LRW.RB.CanCollide = true

carSeat.Parent.Parent.RFW.FB.CanCollide = true
carSeat.Parent.Parent.RFW.RB.CanCollide = true

carSeat.Parent.Parent.RRW.FB.CanCollide = true
carSeat.Parent.Parent.RRW.RB.CanCollide = true

elseif carSeat.Throttle == -1 and carSeat.Steer == 0 and speed < 65 then
	script.Parent.CC.Value = false
carSeat.Parent.Parent.LFW.FB.CanCollide = true
carSeat.Parent.Parent.LFW.RB.CanCollide = true

carSeat.Parent.Parent.LRW.FB.CanCollide = true
carSeat.Parent.Parent.LRW.RB.CanCollide = true

carSeat.Parent.Parent.RFW.FB.CanCollide = true
carSeat.Parent.Parent.RFW.RB.CanCollide = true

carSeat.Parent.Parent.RRW.FB.CanCollide = true
carSeat.Parent.Parent.RRW.RB.CanCollide = true

carSeat.Parent.Parent.RFW.VS.Throttle = 0
carSeat.Parent.Parent.LFW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Throttle = 0
carSeat.Parent.Parent.LRW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Torque = 6
carSeat.Parent.Parent.RFW.VS.Torque = 6
carSeat.Parent.Parent.LRW.VS.Torque = 6
carSeat.Parent.Parent.LFW.VS.Torque = 6

elseif carSeat.Velocity.Magnitude < 35 then
	script.Parent.CC.Value = false
			print("this is working")

		end
end


Prompt: --add all the parts in the character to charParts, and accessories to accessoryParts

Response:
local charChildren = character:GetChildren()
for i = 1, #charChildren do
	if (charChildren[i]:IsA("BasePart") or charChildren[i]:IsA("Part") or charChildren[i]:IsA("WedgePart") or charChildren[i]:IsA("CornerWedgePart") or charChildren[i]:IsA("MeshPart")) and charChildren[i].Name ~= "HumanoidRootPart" then
		table.insert(charParts, charChildren[i])
	end
	if charChildren[i]:IsA("Hat") or charChildren[i]:IsA("Accoutrement") or charChildren[i]:IsA("Accessory") then
		for ii, vv in pairs(charChildren[i]:GetChildren()) do
			if vv:IsA("BasePart") then
				table.insert(accessoryParts, vv)
			end
		end
	end
end


Prompt: --v fast

Response:
script.Parent.Color = Color3.new(math.random(),math.random(),math.random())
wait(0.1)
mode3()
end

function mode4()


Prompt: -- connect events

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


Prompt: -- Get player control enabled state

Response:
function UserInputController:getPlayerControlsEnabled()
	local playerControls = self:_getPlayerControls()
	local activeController = playerControls and playerControls:GetActiveController()
	if activeController then
		return activeController.enabled
	end
end


Prompt: --Tuck in

Response:
XR15RightLegTuckIn = 0
YR15RightLegTuckIn = .13
ZR15RightLegTuckIn = .35
R15RightKneeTuckIn = -.2

XR15RightArmTuckIn = 0
YR15RightArmTuckIn = -0.05
ZR15RightArmTuckIn = .4
R15RightElbowTuckIn = .4

XR15LeftLegTuckIn = 0
YR15LeftLegTuckIn = -.13
ZR15LeftLegTuckIn = -.35
R15LeftKneeTuckIn = .2

XR15LeftArmTuckIn = -0
YR15LeftArmTuckIn = 0.05
ZR15LeftArmTuckIn = -.4
R15LeftElbowTuckIn = -.4

XR15LowerTorsoTuckIn = 0
YR15LowerTorsoTuckIn = 0
ZR15LowerTorsoTuckIn = .3
ZR15UpperTorsoTuckIn = .1


Prompt:
--			b2.BrickColor = BrickColor.new("Crimson")
--			b2.Material = Enum.Material.SmoothPlastic

Response:
			end
		end
	elseif input.KeyCode == Enum.KeyCode.Z then if input.UserInputState == Enum.UserInputState.Begin then
		if hazards then return end
		left = not left
		right = false
		if relay then repeat wait() until not relay end
		while left do
			l1.BrickColor = BrickColor.new("Deep orange")
			l1.Material = Enum.Material.Neon

			b1.BrickColor = BrickColor.new("Really red")
			b1.Material = Enum.Material.Neon
			cr.DriveSeat.Indicator.Value = true
			cr.DriveSeat.LI.Value = true
			runner.Material = Enum.Material.SmoothPlastic
			runner.BrickColor = BrickColor.new("Pearl")
			wait(1/3)
			l1.BrickColor = BrickColor.new("Pearl")
			l1.Material = Enum.Material.SmoothPlastic

			cr.DriveSeat.Indicator.Value = false
			cr.DriveSeat.LI.Value = false
			if not headlt then
			b1.BrickColor = BrickColor.new("Crimson")
			b1.Material = Enum.Material.SmoothPlastic
			else
			b1.BrickColor = BrickColor.new("Crimson")
			b1.Material = Enum.Material.SmoothPlastic
			runner.Material = Enum.Material.SmoothPlastic
			runner.BrickColor = BrickColor.new("Pearl")
			end
			wait(1/3)
			if not left then
				runner.Material = Enum.Material.Neon
			runner.BrickColor = BrickColor.new("Pearl")
				if brake then
					b1.Material = Enum.Material.Neon
					b1.BrickColor = BrickColor.new("Really red")
				end
			end
		end end
	elseif input.KeyCode == Enum.KeyCode.X then if input.UserInputState == Enum.UserInputState.Begin then
		if hazards == false then
			hazards = true
			left = true
			right = true
		else
			hazards = false
			left = false
			right = false
		end
		if hazards then left = false right = false end
		if relay then repeat wait() until not relay end
		while hazards do
			l1.BrickColor = BrickColor.new("Deep orange")
			l1.Material = Enum.Material.Neon

			r1.BrickColor = BrickColor.new("Deep orange")
			r1.Material = Enum.Material.Neon

			b1.BrickColor = BrickColor.new("Really red")
			b1.Material = Enum.Material.Neon

			b2.BrickColor = BrickColor.new("Really red")
			b2.Material = Enum.Material.Neon
			cr.DriveSeat.Indicator.Value = true
			cr.DriveSeat.LI.Value = true
			cr.DriveSeat.RI.Value = true
			runner.Material = Enum.Material.SmoothPlastic
			runner.BrickColor = BrickColor.new("Pearl")
			runner2.Material = Enum.Material.SmoothPlastic
			runner2.BrickColor = BrickColor.new("Pearl")
			wait(1/3)
			l1.BrickColor = BrickColor.new("Pearl")
			l1.Material = Enum.Material.SmoothPlastic
			r1.BrickColor = BrickColor.new("Pearl")
			r1.Material = Enum.Material.SmoothPlastic

			b1.BrickColor = BrickColor.new("Crimson")
			b1.Material = Enum.Material.SmoothPlastic
			b2.BrickColor = BrickColor.new("Crimson")
			b2.Material = Enum.Material.SmoothPlastic
			cr.DriveSeat.Indicator.Value = false
			cr.DriveSeat.LI.Value = false
			cr.DriveSeat.RI.Value = false
			runner.Material = Enum.Material.SmoothPlastic
			runner2.Material = Enum.Material.SmoothPlastic
			runner.BrickColor = BrickColor.new("Pearl")
			runner2.BrickColor = BrickColor.new("Pearl")
			wait(1/3)
			if not hazards then
				runner.Material = Enum.Material.Neon
				runner2.Material = Enum.Material.Neon
				runner.BrickColor = BrickColor.new("Pearl")
				runner2.BrickColor = BrickColor.new("Pearl")
				if brake then
					b1.Material = Enum.Material.Neon
					b2.Material = Enum.Material.Neon
					b1.BrickColor = BrickColor.new("Really red")
					b2.BrickColor = BrickColor.new("Really red")
				end
			end
		end end
	elseif input.KeyCode == Enum.KeyCode.C then if input.UserInputState == Enum.UserInputState.Begin then
		if hazards then return end
		right = not right
		left = false
		if relay then repeat wait() until not relay end
		while right do
			r1.BrickColor = BrickColor.new("Deep orange")
			r1.Material = Enum.Material.Neon

			b2.BrickColor = BrickColor.new("Really red")
			b2.Material = Enum.Material.Neon
			cr.DriveSeat.Indicator.Value = true
			cr.DriveSeat.RI.Value = true
			runner2.Material = Enum.Material.SmoothPlastic
			runner2.BrickColor = BrickColor.new("Pearl")
			wait(1/3)
			r1.BrickColor = BrickColor.new("Pearl")
			r1.Material = Enum.Material.SmoothPlastic

			cr.DriveSeat.Indicator.Value = false
			cr.DriveSeat.RI.Value = false
			runner2.Material = Enum.Material.SmoothPlastic
			runner2.BrickColor = BrickColor.new("Pearl")
			if not headlt then
			b2.BrickColor = BrickColor.new("Crimson")
			b2.Material = Enum.Material.SmoothPlastic
			else
			b2.BrickColor = BrickColor.new("Crimson")
			b2.Material = Enum.Material.SmoothPlastic
			end
			wait(1/3)
			if not right then
				runner2.Material = Enum.Material.Neon
				runner2.BrickColor = BrickColor.new("Pearl")
				if brake then
					b2.Material = Enum.Material.Neon
					b2.BrickColor = BrickColor.new("Really red")
				end
			end
		end end
	elseif input.KeyCode == Enum.KeyCode.L then if input.UserInputState == Enum.UserInputState.Begin then
		if headlt and not highlt then
			highlt = true
		elseif headlt and highlt then
			headlt = false
			highlt = false
		elseif not headlt then
			headlt = true
		end

		if highlt then
			hi.BrickColor = BrickColor.new("Institutional white")
			hi.Material = Enum.Material.Neon
			lwww.SpotLight.Enabled = true

			rb.Material = Enum.Material.Neon

		elseif not highlt then
			hi.BrickColor = BrickColor.new("Pearl")
			hi.Material = Enum.Material.SmoothPlastic
			lwww.SpotLight.Enabled = false

			if not brake then

				rb.Material = Enum.Material.SmoothPlastic
			else

				rb.Material = Enum.Material.SmoothPlastic
			if not headlt then

				rb.Material = Enum.Material.SmoothPlastic
			else

				rb.Material = Enum.Material.SmoothPlastic
			end
			end
		end
		if headlt then
			lw.BrickColor = BrickColor.new("Institutional white")
			lw.Material = Enum.Material.Neon
			lww.SpotLight.Enabled = true

			rb.Material = Enum.Material.Neon
			if not highlt then

			rb.Material = Enum.Material.Neon
			end
					for i,v in pairs(lt.RL:GetChildren()) do
			v.Material = "Neon"
			end

		elseif not headlt then

			for i,v in pairs(lt.RL:GetChildren()) do
			v.Material = "SmoothPlastic"
			end
			lw.Material = Enum.Material.SmoothPlastic
			lww.SpotLight.Enabled = false
		end end
	end
end

is.InputBegan:connect(DealWithInput)
is.InputChanged:connect(DealWithInput)
is.InputEnded:connect(DealWithInput)

gr.Changed:connect(function()
	if gr.Value == -1 then
		rv.Material = Enum.Material.Neon
	else
		rv.Material = Enum.Material.SmoothPlastic
	end
end)


Response:
	,EnableHolster = false
	,HolsterTo = 'Right Leg'				 -- Put the name of the body part you wanna holster to
	,HolsterPos = CFrame.new(0.80,0.7,0.2) * CFrame.Angles(math.rad(-88),math.rad(-180),math.rad(0))

	,RightArmPos = CFrame.new(-0.575, 0.65, -1.185) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(1.15,-0.1,-1.65) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))	--server

	,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
	,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))

	,RightPos = CFrame.new(-0.4, 0.65, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(.85,-0.15,-1.55) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))	--Client
}

return Config


Prompt: --Precalculated paths

Response:
local t,f,n=true,false,{}
local r={
[58]={{67,64,66,19,20,58},t},
[49]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{67,64,66,19},t},
[59]={{67,64,66,19,20,57,56,30,41,59},t},
[63]={{67,64,66,63},t},
[34]={{67,64,66,19,20,57,56,30,41,39,35,34},t},
[21]={{67,64,66,19,20,21},t},
[48]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31},t},
[56]={{67,64,66,19,20,57,56},t},
[29]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45},t},
[57]={{67,64,66,19,20,57},t},
[36]={{67,64,66,19,20,57,56,30,41,39,35,37,36},t},
[25]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{67,64,66,19,20,57,56,30,41,59,61,71},t},
[20]={{67,64,66,19,20},t},
[60]={{67,64,66,19,20,57,56,30,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{67,64,66,19,20,57,56,30,41,59,61,71,72,76,73,75},t},
[22]={{67,64,66,19,20,21,22},t},
[74]={{67,64,66,19,20,57,56,30,41,59,61,71,72,76,73,74},t},
[62]={{67,64,66,63,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{67,64,66,19,20,57,56,30,41,39,35,37},t},
[2]={n,f},
[35]={{67,64,66,19,20,57,56,30,41,39,35},t},
[53]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{67,64,66,19,20,57,56,30,41,59,61,71,72,76,73},t},
[72]={{67,64,66,19,20,57,56,30,41,59,61,71,72},t},
[33]={{67,64,66,19,20,57,56,30,41,39,35,37,36,33},t},
[69]={{67,64,66,19,20,57,56,30,41,60,69},t},
[65]={{67,64,65},t},
[26]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26},t},
[68]={{67,68},t},
[76]={{67,64,66,19,20,57,56,30,41,59,61,71,72,76},t},
[50]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{67,64,66},t},
[10]={n,f},
[24]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{67,64,66,63,62,23},t},
[44]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44},t},
[39]={{67,64,66,19,20,57,56,30,41,39},t},
[32]={{67,64,66,19,20,57,56,30,41,39,35,34,32},t},
[3]={n,f},
[30]={{67,64,66,19,20,57,56,30},t},
[51]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{67},t},
[61]={{67,64,66,19,20,57,56,30,41,59,61},t},
[55]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{67,64,66,19,20,57,56,30,41,39,40,38,42},t},
[40]={{67,64,66,19,20,57,56,30,41,39,40},t},
[52]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{67,64,66,19,20,57,56,30,41},t},
[17]={n,f},
[38]={{67,64,66,19,20,57,56,30,41,39,40,38},t},
[28]={{67,64,66,19,20,57,56,30,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{67,64},t},
}
return r


Prompt: --[[Weight and CG]]

Response:
	Tune.Weight			= 3472		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible

	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]

	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members


Prompt: -- [[ Update ]]--

Response:
function OrbitalCamera:Update(dt)
	local now = tick()
	local timeDelta = (now - self.lastUpdate)
	local userPanningTheCamera = (self.UserPanningTheCamera == true)
	local camera = 	workspace.CurrentCamera
	local newCameraCFrame = camera.CFrame
	local newCameraFocus = camera.Focus
	local player = PlayersService.LocalPlayer
	local humanoid = self:GetHumanoid()
	local cameraSubject = camera and camera.CameraSubject
	local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
	local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')

	if self.lastUpdate == nil or timeDelta > 1 then
		self.lastCameraTransform = nil
	end

	if self.lastUpdate then
		local gamepadRotation = self:UpdateGamepad()

		if self:ShouldUseVRRotation() then
			self.RotateInput = self.RotateInput + self:GetVRRotationInput()
		else
			-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
			local delta = math.min(0.1, timeDelta)

			if gamepadRotation ~= ZERO_VECTOR2 then
				userPanningTheCamera = true
				self.rotateInput = self.rotateInput + (gamepadRotation * delta)
			end

			local angle = 0
			if not (isInVehicle or isOnASkateboard) then
				angle = angle + (self.TurningLeft and -120 or 0)
				angle = angle + (self.TurningRight and 120 or 0)
			end

			if angle ~= 0 then
				self.rotateInput = self.rotateInput +  Vector2.new(math.rad(angle * delta), 0)
				userPanningTheCamera = true
			end
		end
	end

	-- Reset tween speed if user is panning
	if userPanningTheCamera then
		tweenSpeed = 0
		self.lastUserPanCamera = tick()
	end

	local userRecentlyPannedCamera = now - self.lastUserPanCamera < TIME_BEFORE_AUTO_ROTATE
	local subjectPosition = self:GetSubjectPosition()

	if subjectPosition and player and camera then

		-- Process any dollying being done by gamepad
		-- TODO: Move this
		if self.gamepadDollySpeedMultiplier ~= 1 then
			self:SetCameraToSubjectDistance(self.currentSubjectDistance * self.gamepadDollySpeedMultiplier)
		end

		local VREnabled = VRService.VREnabled
		newCameraFocus = VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition)

		local cameraFocusP = newCameraFocus.p
		if VREnabled and not self:IsInFirstPerson() then
			local cameraHeight = self:GetCameraHeight()
			local vecToSubject = (subjectPosition - camera.CFrame.p)
			local distToSubject = vecToSubject.magnitude

			-- Only move the camera if it exceeded a maximum distance to the subject in VR
			if distToSubject > self.currentSubjectDistance or self.rotateInput.x ~= 0 then
				local desiredDist = math.min(distToSubject, self.currentSubjectDistance)

				-- Note that CalculateNewLookVector is overridden from BaseCamera
				vecToSubject = self:CalculateNewLookVector(vecToSubject.unit * X1_Y0_Z1, Vector2.new(self.rotateInput.x, 0)) * desiredDist

				local newPos = cameraFocusP - vecToSubject
				local desiredLookDir = camera.CFrame.lookVector
				if self.rotateInput.x ~= 0 then
					desiredLookDir = vecToSubject
				end
				local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)
				self.RotateInput = ZERO_VECTOR2

				newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)
			end
		else
			-- self.RotateInput is a Vector2 of mouse movement deltas since last update
			self.curAzimuthRad = self.curAzimuthRad - self.rotateInput.x

			if self.useAzimuthLimits then
				self.curAzimuthRad = Util.Clamp(self.minAzimuthAbsoluteRad, self.maxAzimuthAbsoluteRad, self.curAzimuthRad)
			else
				self.curAzimuthRad = (self.curAzimuthRad ~= 0) and (math.sign(self.curAzimuthRad) * (math.abs(self.curAzimuthRad) % TAU)) or 0
			end

			self.curElevationRad = Util.Clamp(self.minElevationRad, self.maxElevationRad, self.curElevationRad + self.rotateInput.y)

			local cameraPosVector = self.currentSubjectDistance * ( CFrame.fromEulerAnglesYXZ( -self.curElevationRad, self.curAzimuthRad, 0 ) * UNIT_Z )
			local camPos = subjectPosition + cameraPosVector

			newCameraCFrame = CFrame.new(camPos, subjectPosition)

			self.rotateInput = ZERO_VECTOR2
		end

		self.lastCameraTransform = newCameraCFrame
		self.lastCameraFocus = newCameraFocus
		if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
			self.lastSubjectCFrame = cameraSubject.CFrame
		else
			self.lastSubjectCFrame = nil
		end
	end

	self.lastUpdate = now
	return newCameraCFrame, newCameraFocus
end

return OrbitalCamera


Prompt: -- / Functions / --

Response:
EventModule.ActivateEvent = function()
	local RandomPlayer = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())]

	if RandomPlayer then

		local Backpack = RandomPlayer:WaitForChild("Backpack")

		if Backpack then
			local Chainsaw = Tools:WaitForChild("Chainsaw"):Clone()

			Chainsaw.Parent = Backpack
		end
	end
end


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 3.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		4.35		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		3.65		,
		--[[ 3 ]]		2.64		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --[[ Public API ]]

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

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

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

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

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

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

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

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

		currentMoveVector = direction / (thumbstickSize/2)

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

		MasterControl:AddToPlayerMovement(currentMoveVector)
	end

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

	-- input connections
	ThumbstickFrame.InputBegan:connect(function(inputObject)
		if MoveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then
			return
		end

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

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

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

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

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

	ThumbstickFrame.Parent = parentFrame
end

return Thumbstick


Prompt: --WeldRec(P.Parent.Lights)

Response:
for _,v in pairs(weldedParts) do
	if v:IsA("BasePart") then
		--v.Anchored = false
	end
end

script:Destroy()


Prompt:
--[[
	Returns all the physical parts of the monster
]]

Response:
function MonsterManager.getAllMonsterParts()
	return TableUtils.map(
		monsters:getAll(),
		function(monster)
			return monster:getPart()
		end
	)
end

return MonsterManager