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

Response:
function checkTeams(otherHuman)
	return not (sameTeam(otherHuman) and not FriendlyFire)
end

function getKnife()
	local knife = Handle:clone()
	knife.Transparency = 0
	knife.Hit.Pitch = math.random(90, 110)/100

	local lift = Instance.new("BodyForce")
	lift.force = Vector3.new(0, 196.2, 0) * knife:GetMass() * 0.8
	lift.Parent = knife

	local proj = Tool.Projectile:Clone()
	proj.Disabled = false
	proj.Parent = knife

	return knife
end

function equippedLoop()
	while Equipped do
		local dt = Heartbeat:wait()

		if AttackPower < 1 then
			AttackPower = AttackPower + dt * AttackRecharge
			if AttackPower > 1 then
				AttackPower = 1
			end
		end

		Handle.Transparency = 1 - AttackPower
	end
end

function onLeftDown(mousePos)
	local knife = getKnife()
	knife.CFrame = CFrame.new(Handle.Position, mousePos)
	knife.Velocity = knife.CFrame.lookVector * AttackSpeed * AttackPower
	local damage = AttackDamage * AttackPower
	local touched
	touched = knife.Touched:connect(function(part)
		if part:IsDescendantOf(Tool.Parent) then return end
		if contains(Knives, part) then return end

		if part.Parent and part.Parent:FindFirstChild("Humanoid") then
			local human = part.Parent.Humanoid
			if checkTeams(human) then
				tagHuman(human)
				human:TakeDamage(damage)
				knife.Hit:Play()
			end
		end

		knife.Projectile:Destroy()

		local w = Instance.new("Weld")
		w.Part0 = part
		w.Part1 = knife
		w.C0 = part.CFrame:toObjectSpace(knife.CFrame)
		w.Parent = w.Part0

		touched:disconnect()
	end)
	table.insert(Knives, knife)
	knife.Parent = workspace

	game:GetService("Debris"):AddItem(knife, 3.5)
	delay(2, function()
		knife.Transparency = 1
	end)

	Remote:FireClient(getPlayer(), "PlayAnimation", "Throw")

	Handle.Throw.Pitch = 0.8 + 0.4 * AttackPower
	Handle.Throw:Play()

	AttackPower = 0
end

function onRemote(player, func, ...)
	if player ~= getPlayer() then return end

	if func == "LeftDown" then
		onLeftDown(...)
	end
end

function onEquip()
	Equipped = true
	equippedLoop()
end

function onUnequip()
	Equipped = false
end

Remote.OnServerEvent:connect(onRemote)
Tool.Equipped:connect(onEquip)
Tool.Unequipped:connect(onUnequip)


Prompt: -- declarations

Response:
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2


Response:
targetparts = {}

function updatecam()
	camupdater = runservice.RenderStepped:connect(function()
		workspace.CurrentCamera.CFrame = CFrame.new(Cam.CFrame.p,TARGET.CFrame.p)
	end)
end

function click()
	if mouse.Hit ~= nil then
		for i,v in pairs(workspace:GetChildren()) do
			if v:IsAncestorOf(mouse.Target) then
				if v.Name == TN[1] or TN[2] or TN[3] or TN[4] or TN[5] or TN[6] or TN[7] or TN[8] or TN[9] or TN[10] then -- Cant think of any other way rn sos
					TARGET = mouse.Target
					db = true
				else
					db = false
				end
			end
		end
		if db == false then
				db = true
				TARGET = mouse.Hit.p
				local targetpart = Instance.new("Part",workspace)
				targetpart.Transparency = 1
				targetpart.CanCollide = false
				targetpart.Anchored = true
				targetpart.Name = "TARGET"
				targetpart.CFrame = mouse.Hit
				table.insert(targetparts,targetpart)
				TARGET = targetpart
				db = false
		end
		if TARGET ~= nil then
			prnt.Main.Lock.LOCK.ZIndex = 2
			prnt.Main.Lock.LOCK.TextColor3 = Color3.new(0,255,0)
		else
			prnt.Main.Lock.LOCK.ZIndex = 0
			prnt.Main.Lock.LOCK.TextColor3 = Color3.new(0.65,0.65,0.65)
		end
	end
end

function keys(k,gpe)
	if not gpe then
		if k.KeyCode == Enum.KeyCode.E then -- zoom in
				activekey = true
				while activekey == true do
					wait()
					if workspace.CurrentCamera.FieldOfView > 20 then
						workspace.CurrentCamera.FieldOfView = workspace.CurrentCamera.FieldOfView - 1
					else
						workspace.CurrentCamera.FieldOfView = workspace.CurrentCamera.FieldOfView - 0.5
					end
				end
		elseif k.KeyCode == Enum.KeyCode.Q then -- zoom out
				activekey = true
				while activekey == true do
					wait()
					if workspace.CurrentCamera.FieldOfView > 20 then
						workspace.CurrentCamera.FieldOfView = workspace.CurrentCamera.FieldOfView + 1
					else
						workspace.CurrentCamera.FieldOfView = workspace.CurrentCamera.FieldOfView + 0.5
					end
				end
		elseif k.KeyCode == Enum.KeyCode.G then -- Un/Track target
			if TARGET ~= nil then
				if activekey == true then
					activekey = false
					workspace.CurrentCamera.CameraType = "Custom"
					workspace.CurrentCamera.CameraSubject = Cam
					game.Players.LocalPlayer.CameraMaxZoomDistance = 1
					game.Players.LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
					camupdater:disconnect()
				else
					activekey = true
					game.Players.LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
					workspace.CurrentCamera.CameraType = "Scriptable"
					game.Players.LocalPlayer.CameraMaxZoomDistance = 1
					if camupdater then
						camupdater:disconnect()
					end
					updatecam()
				end
			end
		elseif k.KeyCode == Enum.KeyCode.H then -- UnTarget
			for _,v in ipairs(targetparts) do
				v:destroy()
			end
			TARGET = nil
			prnt.Main.Lock.LOCK.ZIndex = 0
			prnt.Main.Lock.LOCK.TextColor3 = Color3.new(0.65,0.65,0.65)
			camupdater:disconnect()
			activekey = false
			workspace.CurrentCamera.CameraType = "Custom"
			workspace.CurrentCamera.CameraSubject = Cam
			game.Players.LocalPlayer.CameraMaxZoomDistance = 1
			game.Players.LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
		elseif k.KeyCode == Enum.KeyCode.F then
			if TARGET ~= nil then
				pathtoremote.RemoteFunction:InvokeServer(TARGET)
			end
		elseif k.KeyCode == Enum.KeyCode.R then
				pathtoremote.RemoteEvent2:FireServer()
		elseif k.KeyCode == Enum.KeyCode.T then
				pathtoremote.RemoteEvent:FireServer()
		end
	end
end

function keysoff(k,gpe)
	if not gpe then
		if k.KeyCode == Enum.KeyCode.E then
			if activekey == true then
				activekey = false
			end
		elseif k.KeyCode == Enum.KeyCode.Q then
			if activekey == true then
				activekey = false
			end
		end
	end
end

pathtoremote.RemoteEvent2.OnClientEvent:connect(function()
	TARGET = nil
	prnt.Main.Lock.LOCK.ZIndex = 0
	prnt.Main.Lock.LOCK.TextColor3 = Color3.new(0.65,0.65,0.65)
	camupdater:disconnect()
	activekey = false
	workspace.CurrentCamera.CameraType = "Custom"
	workspace.CurrentCamera.CameraSubject = Cam
	game.Players.LocalPlayer.CameraMaxZoomDistance = 1
	game.Players.LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
end)

UIS.InputBegan:connect(keys)
UIS.InputEnded:connect(keysoff)
mouse.Button1Up:connect(click)


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

Response:
while true do
	wait(0.5);
	ts = game:GetService("TweenService");
	ti2 = TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0);
	local l__Parent__1 = script.Parent;
	ts:Create(l__Parent__1, ti2, {
		TextSize = 35
	}):Play();
	wait(0.5);
	ts:Create(l__Parent__1, ti2, {
		TextSize = 30
	}):Play();
end;


Prompt: --Steer Gyro Tuning

Response:
Tune.SteerD			= 100		-- Steering Dampening
Tune.SteerMaxTorque	= 4500		-- Steering Force
Tune.SteerP			= 1200		-- Steering Aggressiveness


Prompt:
-- setup emote chat hook
--[[game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
	local emote = ""
	if msg == "/e dance" then
		emote = dances[math.random(1, #dances)]
	elseif (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end

	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, Humanoid)
	end

end)--]]


Prompt:
--// This method is to be used with the new filter API. This method takes the
--// TextFilterResult objects and converts them into the appropriate string
--// messages for each player.

Response:
function methods:InternalSendFilteredMessageWithFilterResult(inMessageObj, channelName)
	local messageObj = ShallowCopy(inMessageObj)

	local oldFilterResult = messageObj.FilterResult
	local player = self:GetPlayer()

	local msg = ""
	pcall(function()
		if (messageObj.IsFilterResult) then
			if (player) then
				msg = oldFilterResult:GetChatForUserAsync(player.UserId)
			else
				msg = oldFilterResult:GetNonChatStringForBroadcastAsync()
			end
		else
			msg = oldFilterResult
		end
	end)

	--// Messages of 0 length are the result of two users not being allowed
	--// to chat, or GetChatForUserAsync() failing. In both of these situations,
	--// messages with length of 0 should not be sent.
	if (#msg > 0) then
		messageObj.Message = msg
		messageObj.FilterResult = nil
		self:InternalSendFilteredMessage(messageObj, channelName)
	end
end

function methods:InternalSendSystemMessage(messageObj, channelName)
	local success, err = pcall(function()
		self:LazyFire("eReceivedSystemMessage", messageObj, channelName)
		if self.PlayerObj then
			self.EventFolder.OnNewSystemMessage:FireClient(self.PlayerObj, messageObj, channelName)
		end
	end)
	if not success and err then
		print("Error sending internal system message: " ..err)
	end
end

function methods:UpdateChannelNameColor(channelName, channelNameColor)
	self:LazyFire("eChannelNameColorUpdated", channelName, channelNameColor)
	if self.PlayerObj then
		self.EventFolder.ChannelNameColorUpdated:FireClient(self.PlayerObj, channelName, channelNameColor)
	end
end


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

Response:
local v1 = {
	Notices = true
};
for v2, v3 in pairs(script.Parent.Parent:GetChildren()) do
	if v3:IsA("Frame") then
		if v1[v3.Name] then
			v3.Visible = true;
		else
			v3.Visible = false;
		end;
	elseif v3:IsA("Folder") then
		for v4, v5 in pairs(v3:GetChildren()) do
			if v5:IsA("Frame") then
				v5.Visible = false;
			end;
		end;
	end;
end;


Prompt: -- wandering

Response:
spawn(function()
	while vars.Wandering.Value == false and human.Health > 0 do
		vars.Chasing.Value = false
		vars.Wandering.Value = true
		local desgx, desgz = hroot.Position.x+math.random(-WanderX,WanderX), hroot.Position.z+math.random(-WanderZ,WanderZ)
		local function checkw(t)
			local ci = 3
			if ci > #t then
				ci = 3
			end
			if t[ci] == nil and ci < #t then
				repeat ci = ci + 1 wait() until t[ci] ~= nil
				return Vector3.new(1,0,0) + t[ci]
			else
				ci = 3
				return t[ci]
			end
		end

		path = pfs:FindPathAsync(hroot.Position, Vector3.new(desgx, 0, desgz))
		waypoint = path:GetWaypoints()
		local connection;

		local direct = Vector3.FromNormalId(Enum.NormalId.Front)
		local ncf = hroot.CFrame * CFrame.new(direct)
		direct = ncf.p.unit
		local rootr = Ray.new(hroot.Position, direct)
		local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)

		if path and waypoint or checkw(waypoint) then
			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
				human:MoveTo( checkw(waypoint).Position )
				human.Jump = false
			end

			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
				connection = human.Changed:connect(function()
					human.Jump = true
				end)
				human:MoveTo( waypoint[4].Position )
			else
				human.Jump = false
			end

			if connection then
				connection:Disconnect()
			end

		else
			for i = 3, #waypoint do
				human:MoveTo( waypoint[i].Position )
			end
		end
		wait(math.random(4,6))
		vars.Wandering.Value = false
	end
end)


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

Response:
return function(data)
	local playergui = service.PlayerGui
	local localplayer = service.Players.LocalPlayer
	local scr = client.UI.Prepare(script.Parent.Parent)
	local window = scr.Window
	local msg = data.Message
	local color = data.Color

	local found = client.UI.Get("Output")
	if found then
		for i,v in pairs(found) do
			local p = v.Object
			if p and p.Parent then
				p.Window.Position = UDim2.new(0.5, 0, 0.5, p.Window.Position.Y.Offset+160)
			end
		end
	end

	window.Main.ScrollingFrame.ErrorText.Text = msg
	window.Main.ScrollingFrame.ErrorText.TextColor3 = color

	window.Close.MouseButton1Down:Connect(function()
		gTable.Destroy()
	end)

	spawn(function()
		local sound = Instance.new("Sound",service.LocalContainer())
		sound.SoundId = "rbxassetid://160715357"
		sound.Volume = 2
		sound:Play()
		wait(0.8)
		sound:Destroy()
	end)

	gTable.Ready()
	wait(5)
	gTable.Destroy()
end


Prompt:
--[[

	CameraShakePresets.Bump
	CameraShakePresets.Explosion
	CameraShakePresets.Earthquake
	CameraShakePresets.BadTrip
	CameraShakePresets.HandheldCamera
	CameraShakePresets.Vibration
	CameraShakePresets.RoughDriving

--]]

Response:
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)

local CameraShakePresets = {

	-- A high-magnitude, short, yet smooth shake.
	-- Should happen once.
	Bump = function()
		local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
		c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
		c.RotationInfluence = Vector3.new(1, 1, 1)
		return c
	end;

	-- An intense and rough shake.
	-- Should happen once.
	Explosion = function()
		local c = CameraShakeInstance.new(5, 10, 0,.8)
		c.PositionInfluence = Vector3.new(.5,.5,.5)
		c.RotationInfluence = Vector3.new(1,1,1)
		return c
	end;

	-- A continuous, rough shake
	-- Sustained.
	Earthquake = function()
		local c = CameraShakeInstance.new(0.6, 3.5, 2, 10)
		c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
		c.RotationInfluence = Vector3.new(1, 1, 4)
		return c
	end;

	-- A bizarre shake with a very high magnitude and low roughness.
	-- Sustained.
	BadTrip = function()
		local c = CameraShakeInstance.new(10, 0.15, 5, 10)
		c.PositionInfluence = Vector3.new(0, 0, 0.15)
		c.RotationInfluence = Vector3.new(2, 1, 4)
		return c
	end;

	-- A subtle, slow shake.
	-- Sustained.
	HandheldCamera = function()
		local c = CameraShakeInstance.new(1, 0.25, 5, 10)
		c.PositionInfluence = Vector3.new(0, 0, 0)
		c.RotationInfluence = Vector3.new(1, 0.5, 0.5)
		return c
	end;

	-- A very rough, yet low magnitude shake.
	-- Sustained.
	Vibration = function()
		local c = CameraShakeInstance.new(0.4, 20, 2, 2)
		c.PositionInfluence = Vector3.new(0, 0.15, 0)
		c.RotationInfluence = Vector3.new(1.25, 0, 4)
		return c
	end;

	-- A slightly rough, medium magnitude shake.
	-- Sustained.
	RoughDriving = function()
		local c = CameraShakeInstance.new(1, 2, 1, 1)
		c.PositionInfluence = Vector3.new(0, 0, 0)
		c.RotationInfluence = Vector3.new(1, 1, 1)
		return c
	end;

}

return setmetatable({}, {
	__index = function(t, i)
		local f = CameraShakePresets[i]
		if (type(f) == "function") then
			return f()
		end
		error("No preset found with index \"" .. i .. "\"")
	end;
})


Prompt: ---[[ Window Settings ]]

Response:
module.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0)
module.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- if you change this to be greater than full screen size, weird things start to happen with size/position bounds checking.
module.DefaultWindowPosition = UDim2.new(0, 0, 0, 0)
local extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset
module.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset)
module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset)
module.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)


Prompt: --		print(animName .. " * " .. idx .. " [" .. origRoll .. "]")

Response:
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then

			if (toolAnimTrack ~= nil) then
				toolAnimTrack:Stop()
				toolAnimTrack:Destroy()
				transitionTime = 0
			end

			-- load it to the humanoid; get AnimationTrack
			toolAnimTrack = humanoid:LoadAnimation(anim)
			if priority then
				toolAnimTrack.Priority = priority
			end

			-- play the animation
			toolAnimTrack:Play(transitionTime)
			toolAnimName = animName
			toolAnimInstance = anim

			currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
		end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end


Prompt: ---- GETTERS AND SETTERS ----

Response:
local function ModifyTransformation(cast: ActiveCast, velocity: Vector3?, acceleration: Vector3?, position: Vector3?)
	local trajectories = cast.StateInfo.Trajectories
	local lastTrajectory = trajectories[#trajectories]

	-- NEW BEHAVIOR: Don't create a new trajectory if we haven't even used the current one.
	if lastTrajectory.StartTime == cast.StateInfo.TotalRuntime then
		-- This trajectory is fresh out of the box. Let's just change it since it hasn't actually affected the cast yet, so changes won't have adverse effects.
		if (velocity == nil) then
			velocity = lastTrajectory.InitialVelocity
		end
		if (acceleration == nil) then
			acceleration = lastTrajectory.Acceleration
		end
		if (position == nil) then
			position = lastTrajectory.Origin
		end

		lastTrajectory.Origin = position
		lastTrajectory.InitialVelocity = velocity
		lastTrajectory.Acceleration = position
	else
		-- The latest trajectory is done. Set its end time and get its location.
		lastTrajectory.EndTime = cast.StateInfo.TotalRuntime

		local point, velAtPoint = unpack(GetLatestTrajectoryEndInfo(cast))

		if (velocity == nil) then
			velocity = velAtPoint
		end
		if (acceleration == nil) then
			acceleration = lastTrajectory.Acceleration
		end
		if (position == nil) then
			position = point
		end
		table.insert(cast.StateInfo.Trajectories, {
			StartTime = cast.StateInfo.TotalRuntime,
			EndTime = -1,
			Origin = position,
			InitialVelocity = velocity,
			Acceleration = acceleration
		})
	end
end

function ActiveCastStatic:SetVelocity(velocity: Vector3)
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("SetVelocity", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	ModifyTransformation(self, velocity, nil, nil)
end

function ActiveCastStatic:SetAcceleration(acceleration: Vector3)
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("SetAcceleration", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	ModifyTransformation(self, nil, acceleration, nil)
end

function ActiveCastStatic:SetPosition(position: Vector3)
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("SetPosition", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	ModifyTransformation(self, nil, nil, position)
end

function ActiveCastStatic:GetVelocity(): Vector3
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("GetVelocity", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	local currentTrajectory = self.StateInfo.Trajectories[#self.StateInfo.Trajectories]
	return GetVelocityAtTime(self.StateInfo.TotalRuntime - currentTrajectory.StartTime, currentTrajectory.InitialVelocity, currentTrajectory.Acceleration)
end

function ActiveCastStatic:GetAcceleration(): Vector3
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("GetAcceleration", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	local currentTrajectory = self.StateInfo.Trajectories[#self.StateInfo.Trajectories]
	return currentTrajectory.Acceleration
end

function ActiveCastStatic:GetPosition(): Vector3
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("GetPosition", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	local currentTrajectory = self.StateInfo.Trajectories[#self.StateInfo.Trajectories]
	return GetPositionAtTime(self.StateInfo.TotalRuntime - currentTrajectory.StartTime, currentTrajectory.Origin, currentTrajectory.InitialVelocity, currentTrajectory.Acceleration)
end


Prompt:
-- update whether the Character is running or not
--[[Humanoid.Running:Connect(function(speed)
	if speed <= .3 then
		IsPlayerRunning = false
	else
		IsPlayerRunning = true
	end
end)]]

Response: --// We could just check this on demand...


Prompt: --Rear Suspension

Response:
Tune.RSusDamping	= 401		-- Spring Dampening
Tune.RSusStiffness	= 14000		-- Spring Force
Tune.FAntiRoll 		= 18.82		-- Anti-Roll (Gyro Dampening)

Tune.RSusLength		= 2			-- Suspension length (in studs)
Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
Tune.RSusAngle		= 54		-- Suspension Angle (degrees from horizontal)

Tune.RWsBoneLen		= 5			-- Wishbone Length
Tune.RWsBoneAngle	= 2			-- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	--[[Lateral]]		-.4		,	-- positive = outward
	--[[Vertical]]		-.5		,	-- positive = upward
	--[[Forward]]		0		}	-- positive = forward


Prompt: -- you can mess with these settings

Response:
local easingtime = 0.1 --0~1
local walkspeeds = {
	enabled =		  true;
	walkingspeed =		16;
	backwardsspeed =	10;
	sidewaysspeed =		15;
	diagonalspeed =		16;
	runningspeed =		25;
	runningFOV=			85;
}


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

local AvatarEditor = ReplicatedStorage.AvatarEditor
local GuiLib = require(AvatarEditor.Client.GuiLib.LazyLoader)
local Maid = require(AvatarEditor.Shared.Util.Maid)
local Signal = require(AvatarEditor.Shared.Util.Signal)
local Promise = require(AvatarEditor.Shared.Util.Promise)
local Settings = require(AvatarEditor.Shared.Settings)

local Class = {}
Class.__index = Class

function Class.new(frame, searchState)
	local self = setmetatable({}, Class)

	self.State = searchState
	self.SearchChanged = Signal.new()
	self.Maid = Maid.new()
	self.NextSearch = nil
	self.SearchPromise = nil
	self.Frame = frame

	local searchBox = frame.TextBox

	local mask = GuiLib.Classes.TextMask.new(searchBox)
	self.Maid:GiveTask(mask)

	mask:SetMaskType("String")
	mask:SetMaxLength(50)

	self.Maid:GiveTask(mask.Frame.FocusLost:Connect(function(enterPressed, inputThatCausedFocusLoss)
		if not enterPressed then
			return
		end
		local value = mask:GetValue()
		self:OnSearchChanged(value, true)
	end))

	self.Maid:GiveTask(mask.Frame:GetPropertyChangedSignal("Text"):Connect(function()
		local value = mask:GetValue()
		self:OnSearchChanged(value)
	end))

	self.Maid:GiveTask(frame.Clear.Activated:Connect(function(inputObject)
		searchBox.Text = ""
	end))

	return self
end

function Class:OnSearchChanged(pattern, focusLost)
	local state = self.State
	local searchPromise = self.SearchPromise

	self.NextSearch = pattern

	if searchPromise then
		searchPromise:cancel()
	end
	-- cant believe this works
	self.SearchPromise = Promise.new(function(resolve, reject, onCancel)
		Promise.delay(Settings.SEARCH_DELAY):andThen(function()
			if not onCancel(function() end) then
				if state.search == self.NextSearch then
					reject("same search")
				else
					state.search = self.NextSearch
					self.SearchChanged:Fire()
					resolve()
				end
			end
		end)
	end):catch(function()

	end)
end

function Class:Destroy()
	self.State = nil
	self.SearchChanged:Destroy()
	self.SearchChanged = nil
	self.Maid:DoCleaning()
	self.Maid = nil
	self.NextSearch = nil
	self.SearchPromise = nil
	self.Frame = nil
	setmetatable(self, nil)
end

return Class


Prompt: -- move the banto to the newfound goal

Response:
walk:Play()
bg.CFrame = CFrame.new(banto.PrimaryPart.Position,goal)
bp.Position = (CFrame.new(banto.PrimaryPart.Position,goal)*CFrame.new(0,0,-100)).p

local start = tick()
repeat task.wait(1/2)
local ray = Ray.new(banto.PrimaryPart.Position,Vector3.new(0,-1000,0))


Prompt:
--[[function pm(x)

	if game.Players:findFirstChild(script.Parent.Parent.Name)~=nil then
		local bob=game.Players:findFirstChild(script.Parent.Parent.Name)
		local mess=Instance.new("Message")
		while bob:findFirstChild("Message")~=nil do bob.Message:remove() end
		mess.Parent=bob
		if x==1 then
			mess.Text="I Chord"
		elseif x==2 then
			mess.Text="IV Chord"
		elseif x==3 then
			mess.Text="V Chord"
		elseif x==4 then
			mess.Text="V-VII Transition"
		elseif x==5 then
			mess.Text="I-VII Transition"
		elseif x==6 then
			mess.Text="III Chord"
		end
		wait(1)
		mess.Parent=nil
	end
end]]

Response:
function Leap()
wait(0.25)--Might want to change this
script.Parent.GripForward = Vector3.new(-0,-0,1)
script.Parent.GripPos = Vector3.new(-1, 0, 0)
script.Parent.GripRight = Vector3.new(-1, 0, 0)
script.Parent.GripUp = Vector3.new(0, 1, 0)
wait(0.75)--Might want to change this also...
script.Parent.GripForward = Vector3.new(-0.291, 0.485, 0.825)
script.Parent.GripPos = Vector3.new(-1.5, 0, 0)
script.Parent.GripRight = Vector3.new(-0.857, -0.514, 0)
script.Parent.GripUp = Vector3.new(-0.424, 0.707, -0.565)
end

script.Parent.Parent.Humanoid.Jumping:connect(Leap)


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

Response: local FireRate = 1 / 5.5


Prompt: --// Stances

Response:
function Prone()
	UpdateAmmo()
	L_104_:FireServer("Prone")

	L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
		CameraOffset = Vector3.new(0, -3, 0)
	}):Play()
	L_3_:WaitForChild("Humanoid").WalkSpeed = 4

	L_144_ = 4
	L_143_ = 0.025

	L_61_ = true

	Proned2 = Vector3.new(0, 0.5, 0.5)
	L_119_(L_9_,  CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_269_arg1)
		return math.sin(math.rad(L_269_arg1))
	end, 0.25)
	L_119_(L_10_,  CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_270_arg1)
		return math.sin(math.rad(L_270_arg1))
	end, 0.25)
	L_119_(L_11_,  CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_271_arg1)
		return math.sin(math.rad(L_271_arg1))
	end, 0.25)
end

function Stand()
	UpdateAmmo()
	L_104_:FireServer("Stand")

	L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
		CameraOffset = Vector3.new(0, 0, 0)
	}):Play()

	L_61_ = false

	if not L_60_ then
		L_3_:WaitForChild("Humanoid").WalkSpeed = 16
		L_143_ = .2
		L_144_ = 17
	elseif L_60_ then
		L_3_:WaitForChild("Humanoid").WalkSpeed = 16
		L_144_ = 10
		L_143_ = 0.02
	end

	Proned2 = Vector3.new(0, 0, 0)
	L_119_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_272_arg1)
		return math.sin(math.rad(L_272_arg1))
	end, 0.25)
	L_119_(L_10_,  CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_273_arg1)
		return math.sin(math.rad(L_273_arg1))
	end, 0.25)
	L_119_(L_11_,  CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_274_arg1)
		return math.sin(math.rad(L_274_arg1))
	end, 0.25)
end

function Crouch()
	UpdateAmmo()
	L_104_:FireServer("Crouch")

	L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
		CameraOffset = Vector3.new(0, -1, 0)
	}):Play()
	L_3_:WaitForChild("Humanoid").WalkSpeed = 9

	L_144_ = 9
	L_143_ = 0.035

	L_61_ = true

	Proned2 = Vector3.new(0, 0, 0)
	L_119_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_275_arg1)
		return math.sin(math.rad(L_275_arg1))
	end, 0.25)
	L_119_(L_10_,  CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_276_arg1)
		return math.sin(math.rad(L_276_arg1))
	end, 0.25)
	L_119_(L_11_,  CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_277_arg1)
		return math.sin(math.rad(L_277_arg1))
	end, 0.25)
	L_119_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_278_arg1)
		return math.sin(math.rad(L_278_arg1))
	end, 0.25)
end

function LeanRight()
	if L_87_ ~= 2 then
		L_104_:FireServer("LeanRight")
		L_119_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_279_arg1)
			return math.sin(math.rad(L_279_arg1))
		end, 0.25)
		L_119_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_280_arg1)
			return math.sin(math.rad(L_280_arg1))
		end, 0.25)
		L_119_(L_11_,  nil, nil, function(L_281_arg1)
			return math.sin(math.rad(L_281_arg1))
		end, 0.25)
		L_119_(L_6_:WaitForChild("Clone"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_282_arg1)
			return math.sin(math.rad(L_282_arg1))
		end, 0.25)
		if not L_61_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(1, -0.5, 0)
			}):Play()
		elseif L_61_ then
			if L_87_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(1, -1.5, 0)
				}):Play()
			end
		end;
	end
end

function LeanLeft()
	if L_87_ ~= 2 then
		L_104_:FireServer("LeanLeft")
		L_119_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_283_arg1)
			return math.sin(math.rad(L_283_arg1))
		end, 0.25)
		L_119_(L_10_, nil, nil, function(L_284_arg1)
			return math.sin(math.rad(L_284_arg1))
		end, 0.25)
		L_119_(L_11_,  nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_285_arg1)
			return math.sin(math.rad(L_285_arg1))
		end, 0.25)
		L_119_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_286_arg1)
			return math.sin(math.rad(L_286_arg1))
		end, 0.25)
		if not L_61_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(-1, -0.5, 0)
			}):Play()
		elseif L_61_ then
			if L_87_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(-1, -1.5, 0)
				}):Play()
			end
		end;
	end
end

function Unlean()
	if L_87_ ~= 2 then
		L_104_:FireServer("Unlean")
		L_119_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_287_arg1)
			return math.sin(math.rad(L_287_arg1))
		end, 0.25)
		L_119_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_288_arg1)
			return math.sin(math.rad(L_288_arg1))
		end, 0.25)
		L_119_(L_11_,  nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_289_arg1)
			return math.sin(math.rad(L_289_arg1))
		end, 0.25)
		if L_6_:FindFirstChild('Clone') then
			L_119_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_290_arg1)
				return math.sin(math.rad(L_290_arg1))
			end, 0.25)
		end
		if not L_61_ then
			L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
				CameraOffset = Vector3.new(0, 0, 0)
			}):Play()
		elseif L_61_ then
			if L_87_ == 1 then
				L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
					CameraOffset = Vector3.new(0, -1, 0)
				}):Play()
			end
		end;
	end
end

local L_154_ = false

L_99_.InputBegan:connect(function(L_291_arg1, L_292_arg2)
	if not L_292_arg2 and L_15_ == true then
		if L_15_ then
			if L_291_arg1.KeyCode == Enum.KeyCode.C then
				if L_87_ == 0 and not L_63_ and L_15_ then
					L_87_ = 1
					Crouch()

					L_88_ = false
					L_90_ = true
					L_89_ = false
				elseif L_87_ == 1 and not L_63_ and L_15_ then
					L_87_ = 2
					Prone()

					L_90_ = false
					L_88_ = true
					L_89_ = false
					L_154_ = true
				end
			end

			if L_291_arg1.KeyCode == Enum.KeyCode.X then
				if L_87_ == 2 and not L_63_ and L_15_ then
					L_154_ = false
					L_87_ = 1
					Crouch()

					L_88_ = false
					L_90_ = true
					L_89_ = false
				elseif L_87_ == 1 and not L_63_ and L_15_ then
					L_87_ = 0
					Stand()

					L_88_ = false
					L_90_ = false
					L_89_ = true
				end
			end
		end
	end
end)


Prompt: ----------//Animation Loader\\----------

Response:
function EquipAnim()
	AnimDebounce = false
	pcall(function()
		AnimData.EquipAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	AnimDebounce = true
end

function IdleAnim()
	pcall(function()
		AnimData.IdleAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	AnimDebounce = true
end

function SprintAnim()
	AnimDebounce = false
	pcall(function()
		AnimData.SprintAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function HighReady()
	pcall(function()
		AnimData.HighReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function LowReady()
	pcall(function()
		AnimData.LowReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function Patrol()
	pcall(function()
		AnimData.Patrol({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function ReloadAnim()
	pcall(function()
		AnimData.ReloadAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function TacticalReloadAnim()
	pcall(function()
		AnimData.TacticalReloadAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function JammedAnim()
	pcall(function()
		AnimData.JammedAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function PumpAnim()
	reloading = true
	pcall(function()
		AnimData.PumpAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	reloading = false
end

function MagCheckAnim()
	CheckingMag = true
	pcall(function()
		AnimData.MagCheck({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	CheckingMag = false
end

function meleeAttack()
	pcall(function()
		AnimData.meleeAttack({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function GrenadeReady()
	pcall(function()
		AnimData.GrenadeReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function GrenadeThrow()
	pcall(function()
		AnimData.GrenadeThrow({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end


Prompt: -- initialize to idle

Response:
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

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


Prompt:
--	====================
--	SNIPER
--	Enable user to use scope
--	====================

Response:
		SniperEnabled = false;
		FieldOfView = 12.5;
		MouseSensitive = 0.05; --In percent
		SpreadRedution = 1; --In percent.


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.FSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.RSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics
	Tune.SusVisible		= true			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Really black"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt: --[[Misc]]

Response:
	Tune.LoadDelay		= .1		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= false		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= true		-- Set to false if using manual flip plugin


Prompt:
--[=[
	Removes a prefix from a string if it exists
	@param str string
	@param prefix string
	@return string
]=]

Response:
function String.removePrefix(str: string, prefix: string): string
	if str:sub(1, #prefix) == prefix then
		return str:sub(#prefix + 1)
	else
		return str
	end
end


Prompt:
-- FIXME: This should be updated to be closer to the actual
-- `Object.preventExtensions` functionality in JS. This requires additional
-- support from the VM

Response:
local function preventExtensions<T>(t: Table): T
	local name = tostring(t)

	return (
			setmetatable(t, {
				__newindex = function(self, key, value)
					local message = ("%q (%s) is not a valid member of %s"):format(tostring(key), typeof(key), name)

					error(message, 2)
				end,
				__metatable = false,
			}) :: any
		) :: T
end

return preventExtensions


Response:
function findTorso(pos)
	local torso = nil
	local dist = 100000
	local child = workspace:children()
	for i=1, #child do
		if child[i].className == "Model" then
			local h = child[i]:findFirstChild("Humanoid")
			if h ~= nil then
				local check = child[i]:findFirstChild("Head")
				if check ~= nil then
					if (check.Position - pos).magnitude < dist then
						torso = check
						dist = (check.Position - pos).magnitude
					end
				end
			end
		end
	end
	return torso
end

game:GetService("RunService").Stepped:Connect(function()
	local torso = findTorso(script.Parent.Position)
	if torso ~= nil then
		script.Parent.CFrame = CFrame.new(script.Parent.Position, torso.Position)
	end
end)


Prompt:
--[=[
	Attaches a `finally` handler to this Promise that discards the resolved value and returns the given value from it.

	```lua
		promise:finallyReturn("some", "values")
	```

	This is sugar for

	```lua
		promise:finally(function()
			return "some", "values"
		end)
	```

	@param ... any -- Values to return from the function
	@return Promise
]=]

Response:
function Promise.prototype:finallyReturn(...)
	local length, values = pack(...)
	return self:_finally(debug.traceback(nil, 2), function()
		return unpack(values, 1, length)
	end)
end


Response:
while wait() do
	local nrstt = GetTorso(hroot.Position)
	if nrstt ~= nil and human.Health > 0 then -- if player detected
		vars.Wandering.Value = false
		vars.Chasing.Value = true
		local function checkw(t)
			local ci = 3
			if ci > #t then
				ci = 3
			end
			if t[ci] == nil and ci < #t then
				repeat ci = ci + 1 wait() until t[ci] ~= nil
				return Vector3.new(1,0,0) + t[ci]
			else
				ci = 3
				return t[ci]
			end
		end

		path = pfs:FindPathAsync(hroot.Position, nrstt.Position)
		waypoint = path:GetWaypoints()
		local connection;

		local direct = Vector3.FromNormalId(Enum.NormalId.Front)
		local ncf = hroot.CFrame * CFrame.new(direct)
		direct = ncf.p.unit
		local rootr = Ray.new(hroot.Position, direct)
		local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)

		if path and waypoint or checkw(waypoint) then
			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
				human:MoveTo( checkw(waypoint).Position )
				human.Jump = false
			end

			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
				connection = human.Changed:connect(function()
					human.Jump = true
				end)
				human:MoveTo( waypoint[4].Position )
			else
				human.Jump = false
			end

			hroot.Touched:connect(function(p)
				local bodypartnames = GetPlayersBodyParts(nrstt)
				if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
					connection = human.Changed:connect(function()
						human.Jump = true
					end)
				else
					human.Jump = false
				end
			end)

			if connection then
				connection:Disconnect()
			end

		else
			for i = 3, #waypoint do
				human:MoveTo( waypoint[i].Position )
			end
		end
		path = nil
		waypoint = nil
	elseif nrstt == nil then -- if player not detected
		vars.Wandering.Value = false
		vars.Chasing.Value = false
		CchaseName = nil
		path = nil
		waypoint = nil
		human.MoveToFinished:Wait()
	end
end


Prompt: --print("building and not player")

Response:
target = nearestBuilding
targetType = nearestBuilding.ClassName
lastLock = tick()

else


Prompt: --Thanks For Reading. I Really appreciate the work i did for you!


Prompt: --// Connections

Response:
L_108_.OnClientEvent:connect(function(L_191_arg1, L_192_arg2, L_193_arg3, L_194_arg4, L_195_arg5, L_196_arg6, L_197_arg7)
	if L_191_arg1 and not L_15_ then
		MakeFakeArms()

		L_42_ = L_2_.PlayerGui.MainGui
		L_26_ = L_42_:WaitForChild('Others')
		L_27_ = L_26_:WaitForChild('Kill')
		L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')
		L_29_ = L_28_:WaitForChild('Ammo')
		L_30_ = L_28_:WaitForChild('AmmoBackground')
		L_31_ = L_28_:WaitForChild('MagCount')
		L_32_ = L_28_:WaitForChild('MagCountBackground')
		L_33_ = L_28_:WaitForChild('DistDisp')
		L_34_ = L_28_:WaitForChild('Title')
		L_35_ = L_28_:WaitForChild('Mode1')
		L_36_ = L_28_:WaitForChild('Mode2')
		L_37_ = L_28_:WaitForChild('Mode3')
		L_38_ = L_28_:WaitForChild('Mode4')
		L_39_ = L_28_:WaitForChild('Mode5')
		L_40_ = L_28_:WaitForChild('Stances')
		L_41_ = L_42_:WaitForChild('Shading')
		L_41_.Visible = false

		L_34_.Text = L_1_.Name
		UpdateAmmo()

		L_43_ = L_192_arg2
		L_44_ = L_193_arg3
		L_45_ = L_194_arg4
		L_46_ = L_195_arg5
		L_47_ = L_196_arg6
		L_48_ = L_197_arg7
		L_49_ = L_62_.Bolt

		L_87_ = L_48_.C1
		L_88_ = L_48_.C0

		if L_1_:FindFirstChild('AimPart2') then
			L_57_ = L_1_:WaitForChild('AimPart2')
		end

		if L_1_:FindFirstChild('FirePart2') then
			L_60_ = L_1_.FirePart2
		end

		if L_24_.FirstPersonOnly then
			L_2_.CameraMode = Enum.CameraMode.LockFirstPerson
		end
		--uis.MouseIconEnabled = false
		L_5_.FieldOfView = 70
		L_15_ = true
	elseif L_15_ then
		if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then
			Stand()
			Unlean()
		end

		L_93_ = 0
		L_80_ = false
		L_81_ = false
		L_82_ = false
		L_64_ = false
		L_67_ = false
		L_66_ = false
		Shooting = false

		L_97_ = 70

		RemoveArmModel()

		L_42_:Destroy()

		for L_198_forvar1, L_199_forvar2 in pairs(IgnoreList) do
			if L_199_forvar2 ~= L_3_ and L_199_forvar2 ~= L_5_ and L_199_forvar2 ~= L_101_ then
				table.remove(IgnoreList, L_198_forvar1)
			end
		end

		if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
			L_3_['Right Arm'].LocalTransparencyModifier = 0
			L_3_['Left Arm'].LocalTransparencyModifier = 0
		end

		L_78_ = false
		L_69_ = true

		L_2_.CameraMode = Enum.CameraMode.Classic
		L_107_.MouseIconEnabled = true
		L_5_.FieldOfView = 70
		L_15_ = false
		L_107_.MouseDeltaSensitivity = L_52_
		L_4_.Icon = "http://www.roblox.com/asset?id=0"
		L_15_ = false
		L_4_.TargetFilter = nil
	end
end)


Prompt: --[[Controls]]

Response:
	local _CTRL = _Tune.Controls
	local Controls = Instance.new("Folder",script.Parent)
	Controls.Name = "Controls"
	for i,v in pairs(_CTRL) do
		local a=Instance.new("StringValue",Controls)
		a.Name=i
		a.Value=v.Name
		a.Changed:connect(function()
			if i=="MouseThrottle" or i=="MouseBrake" then
				if a.Value == "MouseButton1" or a.Value == "MouseButton2" then
					_CTRL[i]=Enum.UserInputType[a.Value]
				else
					_CTRL[i]=Enum.KeyCode[a.Value]
				end
			else
				_CTRL[i]=Enum.KeyCode[a.Value]
			end
		end)
	end

	--Deadzone Adjust
	local _PPH = _Tune.Peripherals
		for i,v in pairs(_PPH) do
		local a = Instance.new("IntValue",Controls)
		a.Name = i
		a.Value = v
		a.Changed:connect(function()
			a.Value=math.min(100,math.max(0,a.Value))
			_PPH[i] = a.Value
		end)
	end

	--Input Handler
	function DealWithInput(input,IsRobloxFunction)
		if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus
			--Shift Down [Manual Transmission]
			if _IsOn and  (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Auto" or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
				if _CGear == 0 then _ClutchOn = true end
				_CGear = math.max(_CGear-1,-1)

			--Shift Up [Manual Transmission]
			elseif _IsOn and  (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Auto" or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
				if _CGear == 0  then _ClutchOn = true end
				_CGear = math.min(_CGear+1,#_Tune.Ratios-2)

			--Toggle Clutch
			elseif _IsOn and  (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then
				if input.UserInputState == Enum.UserInputState.Begin then
					_ClutchOn = false
					_ClPressing = true
				elseif input.UserInputState == Enum.UserInputState.End then
					_ClutchOn = true
					_ClPressing = false
				end

			--Toggle PBrake
			elseif _IsOn and  input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_PBrake = not _PBrake
				elseif input.UserInputState == Enum.UserInputState.End then
					if car.DriveSeat.Velocity.Magnitude>5 then
						_PBrake = false
					end
				end

			--Toggle Transmission Mode
			elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then
				local n=1
				for i,v in pairs(_Tune.TransModes) do
					if v==_TMode then n=i break end
				end
				n=n+1
				if n>#_Tune.TransModes then n=1 end
				_TMode = _Tune.TransModes[n]

			--Throttle
			elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GThrot = 1*_GThrotShift
				else
					_GThrot = _Tune.IdleThrottle/100*_GThrotShift
				end

			--Brake
			elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GBrake = 1
				else
					_GBrake = 0
				end

			--Steer Left
			elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GSteerT = -1
					_SteerL = true
				else
					if _SteerR then
						_GSteerT = 1
					else
						_GSteerT = 0
					end
					_SteerL = false
				end

			--Steer Right
			elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GSteerT = 1
					_SteerR = true
				else
					if _SteerL then
						_GSteerT = -1
					else
						_GSteerT = 0
					end
					_SteerR = false
				end

			--Toggle Mouse Controls
			elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then
				if input.UserInputState == Enum.UserInputState.End then
					_MSteer = not _MSteer
					_GThrot = _Tune.IdleThrottle/100*_GThrotShift
					_GBrake = 0
					_GSteerT = 0
					_ClutchOn = true
				end

			--Toggle TCS
			elseif  _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then
				if input.UserInputState == Enum.UserInputState.End then
					_TCS = not _TCS
				end

			--Toggle ABS
			elseif  _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then
				if input.UserInputState == Enum.UserInputState.End then
					_ABS = not _ABS
				end
			end

			--Variable Controls
			if input.UserInputType.Name:find("Gamepad") then
				--Gamepad Steering
				if input.KeyCode == _CTRL["ContlrSteer"] then
					if input.Position.X>= 0 then
						local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)
						if math.abs(input.Position.X)>cDZone then
							_GSteerT = (input.Position.X-cDZone)/(1-cDZone)
						else
							_GSteerT = 0
						end
					else
						local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)
						if math.abs(input.Position.X)>cDZone then
							_GSteerT = (input.Position.X+cDZone)/(1-cDZone)
						else
							_GSteerT = 0
						end
					end

				--Gamepad Throttle
				elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then
					_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)*_GThrotShift

				--Gamepad Brake
				elseif input.KeyCode == _CTRL["ContlrBrake"] then
					_GBrake = input.Position.Z
				end
			end
		else
			_GThrot = _Tune.IdleThrottle/100*_GThrotShift
			_GSteerT = 0
			_GBrake = 0
			if _CGear~=0 then _ClutchOn = true end
		end
	end
	UserInputService.InputBegan:connect(DealWithInput)
	UserInputService.InputChanged:connect(DealWithInput)
	UserInputService.InputEnded:connect(DealWithInput)


Prompt: --Automatic Gauge Scaling

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

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

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

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

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

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

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

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

script.Parent.Parent.Values.RPM.Changed:connect(function()
	script.Parent.Tach.Needle.Rotation = 54 + 282 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)

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

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

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

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

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

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

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

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

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

script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
	script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
	script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)

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

wait(.1)
Gear()
PBrake()


Prompt:
--------------------
--| Script Logic |--
--------------------

Response:
VipDoor.Touched:connect(OnTouched)

while true do
	RemoveOldTouches()
	wait(1/30)
end


Prompt: --[[Brakes]]

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

	Tune.FBrakeForce	= 15000		-- Front brake force
	Tune.RBrakeForce	= 15000		-- Rear brake force
	Tune.PBrakeForce	= 50000		-- Handbrake force

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


Prompt:
--[=[
	Returns a brio that dies whenever the first Brio in the list
	dies. The value of the Brio is the `...` value.

	@param brios {Brio<T>}
	@param ... U
	@return Brio<U>
]=]

Response:
function BrioUtils.first(brios, ...)
	for _, brio in pairs(brios) do
		if Brio.isBrio(brio) then
			if brio:IsDead() then
				return Brio.DEAD
			end
		end
	end

	local maid = Maid.new()
	local topBrio = Brio.new(...)

	for _, brio in pairs(brios) do
		if Brio.isBrio(brio) then
			maid:GiveTask(brio:GetDiedSignal():Connect(function()
				topBrio:Kill()
			end))
		end
	end

	maid:GiveTask(topBrio:GetDiedSignal():Connect(function()
		maid:DoCleaning()
	end))

	return topBrio
end


Prompt: -- functions

Response:
local function Display(text, sound)
	script.BeepSound:Play()

	INFO_GUI.Visible			= true
	INFO_GUI.Position			= UDim2.new(0.5, 0, 0.15, 0)
	INFO_GUI.InfoLabel.TextTransparency			= 1
	INFO_GUI.InfoLabel.TextStrokeTransparency	= 1
	INFO_GUI.InfoLabel.Text		= text

	INFO_GUI.BackgroundLabel.Size		= UDim2.new(0, 0, 1, 0)

	if sound then
		if script:FindFirstChild(sound .. "Sound") then
			script[sound .. "Sound"]:Play()
		end
	end

	local openInfo	= TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
	local closeInfo	= TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.In)

	local openTweenA	= TweenService:Create(INFO_GUI.InfoLabel, openInfo, {TextTransparency = 0; TextStrokeTransparency = 0; Position = UDim2.new(0.5, 0, 0.2, 0)})
	local openTweenB	= TweenService:Create(INFO_GUI.BackgroundLabel, openInfo, {Size = UDim2.new(1, 0, 1, 0)})

	openTweenA:Play()
	openTweenB:Play()

	wait(5)

	local closeTweenA	= TweenService:Create(INFO_GUI.InfoLabel, closeInfo, {TextTransparency = 1; TextStrokeTransparency = 1; Position = UDim2.new(0.5, 0, 0.15, 0)})
	local closeTweenB	= TweenService:Create(INFO_GUI.BackgroundLabel, closeInfo, {Size = UDim2.new(0, 0, 1, 0)})

	closeTweenA:Play()
	closeTweenB:Play()

	wait(0.5)
	INFO_GUI.Visible	= false
end


Prompt: --Wheelie tune

Response:
local WheelieD = 2
local WheelieTq = 85
local WheelieP = 5
local WheelieMultiplier = 1.5
local WheelieDivider = 2


Response:
function onClicked()
R.Function1.Disabled = true
R.Function2.Disabled = false
R.BrickColor = BrickColor.new("Institutional white")
N.One1.BrickColor = BrickColor.new("Really black")
N.One2.BrickColor = BrickColor.new("Really black")
N.One4.BrickColor = BrickColor.new("Really black")
N.One8.BrickColor = BrickColor.new("Really black")
N.Three4.BrickColor = BrickColor.new("Really black")
N.Four1.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt: -- connect events

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


Prompt:
--[[
	Constructs a new Promise with the given initializing callback.

	This is generally only called when directly wrapping a non-promise API into
	a promise-based version.

	The callback will receive 'resolve' and 'reject' methods, used to start
	invoking the promise chain.

	For example:

		local function get(url)
			return Promise.new(function(resolve, reject)
				spawn(function()
					resolve(HttpService:GetAsync(url))
				end)
			end)
		end

		get("https://google.com")
			:andThen(function(stuff)
				print("Got some stuff!", stuff)
			end)
]]

Response:
function Promise.new(callback)
	local promise = {
		-- Used to locate where a promise was created
		_source = debug.traceback(),

		-- A tag to identify us as a promise
		_type = "Promise",

		_status = Promise.Status.Started,

		-- A table containing a list of all results, whether success or failure.
		-- Only valid if _status is set to something besides Started
		_value = nil,

		-- If an error occurs with no observers, this will be set.
		_unhandledRejection = false,

		-- Queues representing functions we should invoke when we update!
		_queuedResolve = {},
		_queuedReject = {},
	}

	setmetatable(promise, Promise)

	local function resolve(...)
		promise:_resolve(...)
	end

	local function reject(...)
		promise:_reject(...)
	end

	local ok, err = wpcall(callback, resolve, reject)

	if not ok and promise._status == Promise.Status.Started then
		reject(err)
	end

	return promise
end


Response:
for _,i in pairs (siren:GetChildren()) do
	if i:IsA("ImageButton") and i.Name ~= "header" then
		if string.match(i.Name,"%l+") == "sr" then
			i.MouseButton1Click:connect(function()
				script.Parent.siren.Value = tonumber(string.match(i.Name,"%d"))
				if script.Parent.siren.Value == 0 then
					siren.sr0.Image = imgassets.sirenson
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 1 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailon
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 2 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpon
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 3 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseron
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 4 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hiloon
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 5 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornon
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 6 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleron
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 7 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpon
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleron
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 8 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseron
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleron
					siren.sr9.Image = imgassets.hyperhilooff
				elseif script.Parent.siren.Value == 9 then
					siren.sr0.Image = imgassets.sirensoff
					siren.sr1.Image = imgassets.wailoff
					siren.sr2.Image = imgassets.yelpoff
					siren.sr3.Image = imgassets.phaseroff
					siren.sr4.Image = imgassets.hilooff
					siren.sr5.Image = imgassets.hornoff
					siren.sr6.Image = imgassets.wailrumbleroff
					siren.sr7.Image = imgassets.yelprumbleroff
					siren.sr8.Image = imgassets.phaserrumbleroff
					siren.sr9.Image = imgassets.hyperhiloon
				end
			end)
		end
	end
end

for _,i in pairs (seats:GetChildren()) do
	if i:IsA("ImageButton") and i.Name ~= "header" then
		if string.match(i.Name,"%u%l+") == "Seat" then
			local a = seat:findFirstChild("Seat"..tonumber(string.match(i.Name,"%d")))
			if a.Value then
				i.Image = imgassets.lockon
			else
				i.Image = imgassets.lockoff
			end
			i.MouseButton1Click:connect(function()
				a.Value = not a.Value
				if a.Value then
					i.Image = imgassets.lockon
					seat.Parent.SSC.Beep:Play()
				else
					i.Image = imgassets.lockoff
					seat.Parent.SSC.Beep:Play()
				end
			end)
		end
	end
end

while true do
	wait(0.1)
	script.Parent.Speed.Text = ("Speed: "..math.floor(seat.Velocity.Magnitude/2))
end


Prompt:
--[=[
	Yields the current thread until the given Promise completes. Returns the values that the promise resolved with.

	```lua
	local worked = pcall(function()
		print("got", getTheValue():expect())
	end)

	if not worked then
		warn("it failed")
	end
	```

	This is essentially sugar for:

	```lua
	select(2, assert(promise:await()))
	```

	**Errors** if the Promise rejects or gets cancelled.

	@error any -- Errors with the rejection value if this Promise rejects or gets cancelled.
	@yields
	@return ...any -- The values the Promise resolved with.
]=]

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


Prompt: -- ROBLOX FIXME Luau: doesn't see `if element` as nilable table, so we get TypeError: Type 'any?' could not be converted into '{| _owner: {| type: nil |}, _source: Source?, type: any |}'

Response:
local function setCurrentlyValidatingElement(element: any?)
	if _G.__DEV__ then
		if element then
			local owner = element._owner
			local stack = describeUnknownElementTypeFrameInDEV(
				element.type,
				element._source,
				owner ~= nil and owner.type or nil
			);
			-- ROBLOX FIXME Luau: Cannot call non-function ((string?) -> ()) | ((string?) -> ())
			(ReactDebugCurrentFrame.setExtraStackFrame :: any)(stack)
		else
			(ReactDebugCurrentFrame.setExtraStackFrame :: any)(nil)
		end
	end
end

local function checkPropTypes<P>(
	-- ROBLOX deviation START: also checks validateProps if present
	propTypes: Object?,
	validateProps: (P) -> (boolean, string?)?,
	props: P,
	-- ROBLOX deviation END
	location: string,
	componentName: string?,
	element: any?
): ()
	if _G.__DEV__ or _G.__DISABLE_ALL_WARNINGS_EXCEPT_PROP_VALIDATION__ then
		-- deviation: hasOwnProperty shouldn't be relevant to lua objects
		-- $FlowFixMe This is okay but Flow doesn't know it.
		-- local has = Function.call.bind(Object.prototype.hasOwnProperty)

		-- ROBLOX deviation: warns if both propType and validateProps defined.
		if propTypes and validateProps then
			console.warn(
				"You've defined both propTypes and validateProps on "
					.. (componentName or "a component")
			)
		end

		-- ROBLOX deviation: also checks validateProps if present
		if validateProps then
			if typeof(validateProps) ~= "function" then
				console.error(
					(
						"validateProps must be a function, but it is a %s.\nCheck the definition of the component %q."
					):format(typeof(validateProps), componentName or "")
				)
			else
				local success, failureReason = validateProps(props)

				if not success then
					failureReason = failureReason
						or "<Validator function did not supply a message>"
					local message = string.format(
						"validateProps failed on a %s type in %s: %s",
						location,
						componentName or "<UNKNOWN Component>",
						tostring(failureReason)
					)
					-- ROBLOX deviation: In legacy Roact, prop validation
					-- failures throw. We replicate that behavior, even though
					-- it differs from propTypes (which only warns)
					-- ROBLOX FIXME: align with upstream behavior during React 18 Lua transition
					error(message)
				end
			end
		end

		if propTypes then
			-- ROBLOX deviation: since we can't constrain the generic, we assert so Luau knows propTypes is a table
			assert(typeof(propTypes) == "table", "propTypes needs to be a table")
			for typeSpecName, _ in propTypes do
				-- deviation: since our loop won't hit metatable members, we don't
				-- need to worry about encountering inherited properties here
				-- if has(propTypes, typeSpecName) then

				-- Prop type validation may throw. In case they do, we don't want to
				-- fail the render phase where it didn't fail before. So we log it.
				-- After these have been cleaned up, we'll local them throw.
				local _, result = xpcall(function()
					-- This is intentionally an invariant that gets caught. It's the same
					-- behavior as without this statement except with a better message.
					if typeof(propTypes[typeSpecName]) ~= "function" then
						local err = Error.new(
							(componentName or "React class")
								.. ": "
								.. location
								.. " type `"
								.. typeSpecName
								.. "` is invalid; "
								.. "it must be a function, usually from the `prop-types` package, but received `"
								.. typeof(propTypes[typeSpecName])
								.. "`."
								.. "This often happens because of typos such as `PropTypes.function` instead of `PropTypes.func`."
						)
						err.name = "Invariant Violation"
						error(err)
					end

					return (propTypes[typeSpecName] :: Function)(
						props,
						typeSpecName,
						componentName,
						location,
						nil,
						"SECRET_DO_NOT_PASS_THIS_OR_YOU_WILL_BE_FIRED"
					)
				end, describeError)

				-- ROBLOX deviation: FIXME: Can we expose something from JSPolyfill that
				-- will let us verify that this is specifically the Error object
				-- defined there? if we check for result.message ~= nil, ReactNewContext.spec:1368 fails
				local isErrorObject = typeof(result) == "table"
				if result ~= nil and not isErrorObject then
					setCurrentlyValidatingElement(element)
					console.error(string.format(
						-- ROBLOX deviation: s/null/nil
						"%s: type specification of %s"
							.. " `%s` is invalid; the type checker "
							.. "function must return `nil` or an `Error` but returned a %s. "
							.. "You may have forgotten to pass an argument to the type checker "
							.. "creator (arrayOf, instanceOf, objectOf, oneOf, oneOfType, and "
							.. "shape all require an argument).",
						componentName or "React class",
						location,
						typeSpecName,
						typeof(result)
					))
					setCurrentlyValidatingElement(nil)
				end

				-- ROBLOX FIXME: Luau analyze doesn't understand isErrorObject's effect as a predicate meaning result ~= nil
				if
					isErrorObject
					and loggedTypeFailures[(result :: any).message] == nil
				then
					-- Only monitor this failure once because there tends to be a lot of the
					-- same error.
					loggedTypeFailures[tostring((result :: any).message)] = true
					setCurrentlyValidatingElement(element)
					console.warn(
						string.format(
							"Failed %s type: %s",
							location,
							tostring((result :: any).message)
						)
					)
					setCurrentlyValidatingElement(nil)
				end
			end
		end
	end
end

return checkPropTypes


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

Response:
script.Parent.MouseButton1Down:Connect(function()
	script.Parent.Parent.Parent.AlienAnimationREAL.Fired:Fire();
end);


Prompt: --THIS SCRIPT SHOULD ONLY GO IN TORSO, ANYWHERE ELSE MAY DESTROY THE BEY!!!!


Prompt: --WalkSpeedsHere!

Response:
local WalkSpeedWhileCrouching = 5
local CurrentWalkSpeed = 16


Prompt:
--[[**
	ensures Roblox RaycastParams type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]

Response: t.RaycastParams = t.typeof("RaycastParams")


Prompt: -- PUBLIC FUNCTIONS

Response:
function ZoneController.getZones()
	local registeredZonesArray = {}
	for zone, _ in pairs(registeredZones) do
		table.insert(registeredZonesArray, zone)
	end
	return registeredZonesArray
end


Prompt:
--[[						TS:Create(ArmaClone.REG, TweenInfo.new(0), {Transparency = 1}):Play()
							if ArmaClone:FindFirstChild("REG2") then
								TS:Create(ArmaClone.REG2, TweenInfo.new(0), {Transparency = 1}):Play()
							end
							TS:Create(ArmaClone.ADS, TweenInfo.new(0), {Transparency = 0}):Play()
]]

Response:
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "REG" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
									end
								end
							end
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "ADS" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
									end
								end
							end

						else
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "REG" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
									end
								end
							end
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "ADS" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
									end
								end
							end
						end
					elseif AimPartMode == 2 then
						tweenFoV(Settings.ChangeFOV[2],120)
						if Settings.FocusOnSight2 then
							--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
							TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus2Distance}):Play()
						else
							--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
							TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
						end
						if Settings.adsMesh2 then
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "REG" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
									end
								end
							end
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "ADS" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
									end
								end
							end
						else
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "REG" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
									end
								end
							end
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "ADS" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
									end
								end
							end
						end
					end
				else
					if AimPartMode == 1 then
						tweenFoV(Settings.ChangeFOV[1],120)
						if Settings.FocusOnSight then
							--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
							TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus1Distance}):Play()
						else
							--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
							TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
						end
						if Settings.adsMesh1 then
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "REG" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
									end
								end
							end
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "ADS" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
									end
								end
							end
						else
							if Settings.adsMesh1 then
								for _,v in pairs(ArmaClone:GetDescendants()) do
									if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
										if v.Name == "REG" then
											TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
										end
									end
								end
								for _,v in pairs(ArmaClone:GetDescendants()) do
									if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
										if v.Name == "ADS" then
											TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
										end
									end
								end
							end
						end
					elseif AimPartMode == 2 then
						tweenFoV(Settings.ChangeFOV[2],120)
						if Settings.FocusOnSight2 then
							--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
							TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus2Distance}):Play()
						else
							--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
							TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
						end
						if Settings.adsMesh2 then
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "REG" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
									end
								end
							end
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "ADS" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
									end
								end
							end
						else
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "REG" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
									end
								end
							end
							for _,v in pairs(ArmaClone:GetDescendants()) do
								if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
									if v.Name == "ADS" then
										TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
									end
								end
							end
						end
					end
				end
			else
				tweenFoV(70,120)
				TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
				TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
			end
		end
	elseif Aiming and Equipped  then
		stance = 0
		Evt.Stance:FireServer(stance,Settings,Anims,ArmaClient)
		game:GetService('UserInputService').MouseDeltaSensitivity = 1
		ArmaClone.Handle.AimUp:Play()
		tweenFoV(70,120)
		Aiming = false
		if Settings.adsMesh1 or Settings.adsMesh2 then
			for _,v in pairs(ArmaClone:GetDescendants()) do
				if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
					if v.Name == "REG" then
						TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
					end
				end
			end
			for _,v in pairs(ArmaClone:GetDescendants()) do
				if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
					if v.Name == "ADS" then
						TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
					end
				end
			end
		end
		TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
		TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
	end
end)

Human.Died:connect(function()
	ResetWorkspace()
	Human:UnequipTools()
	Evt.Rappel.CutEvent:FireServer()
	Unset()
end)

function onStateChanged(_,state)
	if state == Enum.HumanoidStateType.Swimming then
		Nadando = true
	if Equipped then
		Unset()
		Humanoid:UnequipTools()
	end
	else
		Nadando = false
	end

	if ServerConfig.EnableFallDamage then
		if state == Enum.HumanoidStateType.Freefall and not falling then
			falling = true
			local curVel = 0
			local peak = 0

			while falling do
				curVel = HumanoidRootPart.Velocity.magnitude
				peak = peak + 1
				wait()
			end
			local damage = (curVel - (ServerConfig.MaxVelocity)) * ServerConfig.DamageMult
			if damage > 5 and peak > 20 then
					local hurtSound = PastaFX.FallDamage:Clone()
					hurtSound.Parent = Player.PlayerGui
					hurtSound.Volume = damage/Human.MaxHealth
					hurtSound:Play()
					Debris:AddItem(hurtSound,hurtSound.TimeLength)
				Evt.Damage:FireServer(Human,damage,0,0)
			end
		elseif state == Enum.HumanoidStateType.Landed or state == Enum.HumanoidStateType.Dead then
			falling = false
		end
	end
end

Evt.ServerBullet.OnClientEvent:Connect(function(SKP_arg1,SKP_arg3,SKP_arg4,SKP_arg5,SKP_arg6,SKP_arg7,SKP_arg8,SKP_arg9,SKP_arg10,SKP_arg11,SKP_arg12)
if SKP_arg1 ~= Jogador and SKP_arg1.Character then
local SKP_01 = SKP_arg3
	local SKP_02 = Instance.new("Part")
	SKP_02.Parent = workspace.ACS_WorkSpace.Server
	SKP_02.Name = SKP_arg1.Name..'_Bullet'
	Debris:AddItem(SKP_02, 5)
	SKP_02.Shape = "Ball"
	SKP_02.Size = Vector3.new(1, 1, 1)
	SKP_02.CanCollide = false
	SKP_02.CFrame = SKP_01
	SKP_02.Transparency = 1

	local SKP_03 = SKP_02:GetMass()
	local SKP_04 = Instance.new('BodyForce', SKP_02)

	SKP_04.Force = Vector3.new(0,SKP_03 * (196.2) - SKP_arg5 * (196.2), 0)
	SKP_02.Velocity = SKP_arg7 * SKP_arg6

	local SKP_05 = Instance.new('Attachment', SKP_02)
	SKP_05.Position = Vector3.new(0.1, 0, 0)
	local SKP_06 = Instance.new('Attachment', SKP_02)
	SKP_06.Position = Vector3.new(-0.1, 0, 0)

	if SKP_arg4 then
		local SKP_07 = Instance.new('Trail', SKP_02)
		SKP_07.Attachment0 = SKP_05
		SKP_07.Attachment1 = SKP_06
		SKP_07.Transparency = NumberSequence.new({
				NumberSequenceKeypoint.new(0, 0, 0);
				NumberSequenceKeypoint.new(1, 1);
			}
		)
		SKP_07.WidthScale = NumberSequence.new({
				NumberSequenceKeypoint.new(0, 2, 0);
				NumberSequenceKeypoint.new(1, 0);
			}
		)
		SKP_07.Texture = "rbxassetid://232918622"
		SKP_07.TextureMode = Enum.TextureMode.Stretch
		SKP_07.LightEmission = 1
		SKP_07.Lifetime = 0.2
		SKP_07.FaceCamera = true
		SKP_07.Color = ColorSequence.new(SKP_arg8)
	end

	if SKP_arg10 then
	local SKP_08 = Instance.new("BillboardGui", SKP_02)
		SKP_08.Adornee = SKP_02
		local SKP_09 = math.random(375, 475)/10
		SKP_08.Size = UDim2.new(SKP_09, 0, SKP_09, 0)
		SKP_08.LightInfluence = 0
		local SKP_010 = Instance.new("ImageLabel", SKP_08)
		SKP_010.BackgroundTransparency = 1
		SKP_010.Size = UDim2.new(1, 0, 1, 0)
		SKP_010.Position = UDim2.new(0, 0, 0, 0)
		SKP_010.Image = "http://www.roblox.com/asset/?id=1047066405"
		SKP_010.ImageColor3 = SKP_arg11

		SKP_010.ImageTransparency = math.random(2, 5)/15

		if SKP_02:FindFirstChild("BillboardGui") ~= nil then
			SKP_02.BillboardGui.Enabled = true
		end
	end

	local SKP_011 = {SKP_arg1.Character,SKP_02,workspace.ACS_WorkSpace}
	while true do
		RS.Heartbeat:wait()
		local SKP_012 = Ray.new(SKP_02.Position, SKP_02.CFrame.LookVector*25)
		local SKP_013, SKP_014 = workspace:FindPartOnRayWithIgnoreList(SKP_012, SKP_011, false, true)
		if SKP_013 then
			game.Debris:AddItem(SKP_02,0)
			break
		end
	end
	game.Debris:AddItem(SKP_02,0)
	return SKP_02
end
end)

Human.StateChanged:connect(onStateChanged)

Evt.ACS_AI.AIBullet.OnClientEvent:Connect(function(SKP_arg1,SKP_arg3,SKP_arg4,SKP_arg5,SKP_arg6,SKP_arg7,SKP_arg8,SKP_arg9,SKP_arg10,SKP_arg11,SKP_arg12)
if SKP_arg1 ~= Jogador then
local SKP_01 = SKP_arg3
	local SKP_02 = Instance.new("Part")
	SKP_02.Parent = workspace.ACS_WorkSpace.Server
	SKP_02.Name = "AI_Bullet"
	Debris:AddItem(SKP_02, 5)
	SKP_02.Shape = "Ball"
	SKP_02.Size = Vector3.new(1, 1, 1)
	SKP_02.CanCollide = false
	SKP_02.CFrame = SKP_01
	SKP_02.Transparency = 1

	local SKP_03 = SKP_02:GetMass()
	local SKP_04 = Instance.new('BodyForce', SKP_02)

	SKP_04.Force = Vector3.new(0,SKP_03 * (196.2) - SKP_arg5 * (196.2), 0)
	SKP_02.Velocity = SKP_arg7 * SKP_arg6

	local SKP_05 = Instance.new('Attachment', SKP_02)
	SKP_05.Position = Vector3.new(0.1, 0, 0)
	local SKP_06 = Instance.new('Attachment', SKP_02)
	SKP_06.Position = Vector3.new(-0.1, 0, 0)

	if SKP_arg4 then
		local SKP_07 = Instance.new('Trail', SKP_02)
		SKP_07.Attachment0 = SKP_05
		SKP_07.Attachment1 = SKP_06
		SKP_07.Transparency = NumberSequence.new({
				NumberSequenceKeypoint.new(0, 0, 0);
				NumberSequenceKeypoint.new(1, 1);
			}
		)
		SKP_07.WidthScale = NumberSequence.new({
				NumberSequenceKeypoint.new(0, 2, 0);
				NumberSequenceKeypoint.new(1, 0);
			}
		)
		SKP_07.Texture = "rbxassetid://232918622"
		SKP_07.TextureMode = Enum.TextureMode.Stretch
		SKP_07.LightEmission = 1
		SKP_07.Lifetime = 0.2
		SKP_07.FaceCamera = true
		SKP_07.Color = ColorSequence.new(SKP_arg8)
	end

	if SKP_arg10 then
	local SKP_08 = Instance.new("BillboardGui", SKP_02)
		SKP_08.Adornee = SKP_02
		local SKP_09 = math.random(375, 475)/10
		SKP_08.Size = UDim2.new(SKP_09, 0, SKP_09, 0)
		SKP_08.LightInfluence = 0
		local SKP_010 = Instance.new("ImageLabel", SKP_08)
		SKP_010.BackgroundTransparency = 1
		SKP_010.Size = UDim2.new(1, 0, 1, 0)
		SKP_010.Position = UDim2.new(0, 0, 0, 0)
		SKP_010.Image = "http://www.roblox.com/asset/?id=1047066405"
		SKP_010.ImageColor3 = SKP_arg11

		SKP_010.ImageTransparency = math.random(2, 5)/15

		if SKP_02:FindFirstChild("BillboardGui") ~= nil then
			SKP_02.BillboardGui.Enabled = true
		end
	end

	local SKP_011 = {SKP_02,workspace.ACS_WorkSpace}
	while true do
		RS.Heartbeat:wait()
		local SKP_012 = Ray.new(SKP_02.Position, SKP_02.CFrame.LookVector*25)
		local SKP_013, SKP_014 = workspace:FindPartOnRayWithIgnoreList(SKP_012, SKP_011, false, true)
		if SKP_013 then
			game.Debris:AddItem(SKP_02,0)
			break
		end
	end
	game.Debris:AddItem(SKP_02,0)
	return SKP_02
end
end)

Evt.ACS_AI.AIShoot.OnClientEvent:Connect(function(Gun)

	for _, v in pairs(Gun.Muzzle:GetChildren()) do
				if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then
					v.Enabled = true
					end
				end

		delay(1 / 30, function()

			for _, v in pairs(Gun.Muzzle:GetChildren()) do
				if v.Name:sub(1, 7) == "FlashFX" or v.Name:sub(1, 7) == "Smoke" then
					v.Enabled = false
				end
			end
		end)

end)


Prompt: ------//Low Ready Animations

Response:
self.RightLowReady = CFrame.new(-.9, 1.25, 0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
self.LeftLowReady = CFrame.new(1,1,-0.6) * CFrame.Angles(math.rad(-45),math.rad(15),math.rad(-25));

self.RightElbowLowReady = CFrame.new(0,-0.45,-.25) * CFrame.Angles(math.rad(-80), math.rad(0), math.rad(0));
self.LeftElbowLowReady = CFrame.new(0,0,0)  * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));

self.RightWristLowReady = CFrame.new(0,0,0.15) * CFrame.Angles(math.rad(20), math.rad(0), math.rad(0));
self.LeftWristLowReady = CFrame.new(0,0,0)  * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));