Prompt: --Body Variables

Response:
local myHuman = script.Parent:WaitForChild("Humanoid")
local myTorso = script.Parent:WaitForChild("Torso")
local myHead = script.Parent:WaitForChild("Head")
local neck = myTorso:WaitForChild("Neck")
local headWeld = myTorso:WaitForChild("Head Weld")
local rArm = script.Parent:WaitForChild("Right Arm")
local lArm = script.Parent:WaitForChild("Left Arm")
local lShoulder = myTorso:WaitForChild("Left Shoulder")
local rShoulder = myTorso:WaitForChild("Right Shoulder")
local lArmWeld = myTorso:WaitForChild("Left Arm Weld")
local rArmWeld = myTorso:WaitForChild("Right Arm Weld")

local outfits = game:GetService("ServerStorage").Outfits:GetChildren()
local outfit = outfits[math.random(1,#outfits)]:Clone()
for i, v in pairs(outfit:GetChildren()) do
	v.Parent = script.Parent
end
outfit:Destroy()

local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
raycastParams.FilterDescendantsInstances = {script.Parent}
local FastCast = require(game:GetService("ReplicatedStorage"):WaitForChild("FastCastRedux"))
FastCast.DebugLogging = false
FastCast.VisualizeCasts = false
local Caster = FastCast.new()
Caster.WorldRoot = workspace
local FastStats = FastCast.newBehavior()
FastStats.HitEventOnTermination = true
FastStats.Lifetime = 5
FastStats.MaxDistance = 1000
FastStats.TravelType = "Lifetime"
FastStats.Acceleration = Vector3.new(0,0,0)
FastStats.RaycastParams = raycastParams
FastStats.CosmeticBulletTemplate = game:GetService("ReplicatedStorage"):WaitForChild("Miscs"):WaitForChild("Projectiles"):WaitForChild("Bullet")


Prompt:
------------------------------------------------------------------------
--
-- * used only in luaK:posfix()
------------------------------------------------------------------------

Response:
function luaK:codecomp(fs, op, cond, e1, e2)
  local o1 = self:exp2RK(fs, e1)
  local o2 = self:exp2RK(fs, e2)
  self:freeexp(fs, e2)
  self:freeexp(fs, e1)
  if cond == 0 and op ~= "OP_EQ" then
    -- exchange args to replace by `<' or `<='
    o1, o2 = o2, o1  -- o1 <==> o2
    cond = 1
  end
  e1.info = self:condjump(fs, op, cond, o1, o2)
  e1.k = "VJMP"
end


Prompt: --[[Steering]]

Response:
	Tune.SteerInner		= 70		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 65		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .2		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .2		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree

	--Steer Gyro Tuning
	Tune.SteerD			= 100		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 1500		-- Steering Aggressiveness


Prompt:
--- Skip forwards in now
-- @param delta now to skip forwards

Response:
function Spring:TimeSkip(delta)
	local now = tick()
	local position, velocity = self:_positionVelocity(now+delta)
	self._position0 = position
	self._velocity0 = velocity
	self._time0 = now
end

function Spring:__index(index)
	if Spring[index] then
		return Spring[index]
	elseif index == "Value" or index == "Position" or index == "p" then
		local position, _ = self:_positionVelocity(tick())
		return position
	elseif index == "Velocity" or index == "v" then
		local _, velocity = self:_positionVelocity(tick())
		return velocity
	elseif index == "Target" or index == "t" then
		return self._target
	elseif index == "Damper" or index == "d" then
		return self._damper
	elseif index == "Speed" or index == "s" then
		return self._speed
	else
		error(("%q is not a valid member of Spring"):format(tostring(index)), 2)
	end
end

function Spring:__newindex(index, value)
	local now = tick()

	if index == "Value" or index == "Position" or index == "p" then
		local _, velocity = self:_positionVelocity(now)
		self._position0 = value
		self._velocity0 = velocity
	elseif index == "Velocity" or index == "v" then
		local position, _ = self:_positionVelocity(now)
		self._position0 = position
		self._velocity0 = value
	elseif index == "Target" or index == "t" then
		local position, velocity = self:_positionVelocity(now)
		self._position0 = position
		self._velocity0 = velocity
		self._target = value
	elseif index == "Damper" or index == "d" then
		local position, velocity = self:_positionVelocity(now)
		self._position0 = position
		self._velocity0 = velocity
		self._damper = math.clamp(value, 0, 1)
	elseif index == "Speed" or index == "s" then
		local position, velocity = self:_positionVelocity(now)
		self._position0 = position
		self._velocity0 = velocity
		self._speed = value < 0 and 0 or value
	else
		error(("%q is not a valid member of Spring"):format(tostring(index)), 2)
	end

	self._time0 = now
end

function Spring:_positionVelocity(now)
	local p0 = self._position0
	local v0 = self._velocity0
	local p1 = self._target
	local d = self._damper
	local s = self._speed

	local t = s*(now - self._time0)
	local d2 = d*d

	local h, si, co
	if d2 < 1 then
		h = math.sqrt(1 - d2)
		local ep = math.exp(-d*t)/h
		co, si = ep*math.cos(h*t), ep*math.sin(h*t)
	elseif d2 == 1 then
		h = 1
		local ep = math.exp(-d*t)/h
		co, si = ep, ep*t
	else
		h = math.sqrt(d2 - 1)
		local u = math.exp((-d + h)*t)/(2*h)
		local v = math.exp((-d - h)*t)/(2*h)
		co, si = u + v, u - v
	end

	local a0 = h*co + d*si
	local a1 = 1 - (h*co + d*si)
	local a2 = si/s/2

	local b0 = -s*si
	local b1 = s*si
	local b2 = h*co - d*si

	return
		a0*p0 + a1*p1 + a2*v0,
		b0*p0 + b1*p1 + b2*v0
end

return Spring


Prompt: --ScanForPoint()

Response:
hum.MoveToFinished:connect(function()

anims.AntWalk:Stop()
if enRoute then
enRoute = false
end
end)

local movementCoroutine = coroutine.wrap(function()
while true do
if target then
local sessionLock = lastLock
if targetType == "Player" then

while target and lastLock == sessionLock do
if target.Character and target.Character:IsDescendantOf(workspace) and target.Character.Humanoid and target.Character.Humanoid.Health > 0 then
local dist = (root.Position-target.Character.PrimaryPart.Position).magnitude
if dist < 5 then


Prompt:
--[=[
	@within Plasma
	@function blur
	@tag widgets
	@param size number -- The size of the blur

	A blur effect in the world. Created in Lighting.
]=]

Response:
local Lighting = game:GetService("Lighting")
local Runtime = require(script.Parent.Parent.Runtime)
local portal = require(script.Parent.portal)

return function(size)
	portal(Lighting, function()
		Runtime.useInstance(function()
			local blur = Instance.new("BlurEffect")
			blur.Size = size
			return blur
		end)
	end)
end


Response:
equiped=false
sp=script.Parent
RayLength=200
Spread=.0001
enabled=true
reloading=false
down=false
r=game:service("RunService")
last=0
last2=0
last3=0
last4=0
last5=0
last6=0

p = Instance.new("Part")
p.Parent = game.Lighting
p.Name = "BulletTexture"
p.CanCollide = true
p.formFactor = "Custom"
p.Size = Vector3.new(1,0.1,1)
p.Transparency = 1
g = Instance.new("SpecialMesh")
g.Parent = p

Bullet=Instance.new("Part")
Bullet.Name="Bullet"
Bullet.BrickColor=BrickColor.new("New Yeller")
Bullet.Anchored=true
Bullet.CanCollide=false
Bullet.Locked=true
Bullet.Size=Vector3.new(1,1,1)


Prompt: --// Animations

Response:
	-- Idle Anim
	IdleAnim = function(char, speed, objs)
		TweenJoint(objs[2],  nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
		TweenJoint(objs[3],  nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.18)
	end;

	-- FireMode Anim
	FireModeAnim = function(char, speed, objs)
		TweenJoint(objs[1],  nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.1)
		TweenJoint(objs[2],  nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.25)
		objs[4]:WaitForChild("Click"):Play()
	end;

	-- Reload Anim
	ReloadAnim = function(char, speed, objs)
	ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
	wait(0.5)
	ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
	wait(0.5)
	script.Parent.Parent.Parent.Mag.GrabCartridge:Play()
	wait(2)
	ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
	wait(0.5)
	script.Parent.Parent.Parent.Mag.PourPowder:Play()
	wait(1.1)
	ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
	wait(0.5)
	ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
	wait(0.5)
	ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
	wait(0.5)
	script.Parent.Parent.Parent.Mag.Tap:Play()
	wait(1)
	script.Parent.Parent.Parent.Mag.Tap:Play()
	wait(1)
	script.Parent.Parent.Parent.Mag.Tap:Play()
	wait(1)
	ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
	wait(0.5)
	ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
	wait(0.5)
	script.Parent.Parent.Parent.Mag.Cap:Play()
	wait(0.5)
	end;

	-- Bolt Anim
		BoltBackAnim = function(char, speed, objs)
			TweenJoint(objs[3],  nil , CFrame.new(-0.723402083, 0.561492503, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0, 1.19248806e-08, 1, 0.173648179, -0.98480773, 1.17437144e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.1)
			TweenJoint(objs[2],  nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.4)
			objs[5]:WaitForChild("BoltBack"):Play()
			TweenJoint(objs[2],  nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[1],  nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[3],  nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.3)
		end;

		BoltForwardAnim = function(char, speed, objs)
		TweenJoint(objs[1],  nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
		wait(0.2)
		end;

		-- Bolting Back
		BoltingBackAnim = function(char, speed, objs)
			TweenJoint(objs[1],  nil , CFrame.new(0, 0, 0.1, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.1)
		end;

		BoltingForwardAnim = function(char, speed, objs)
		TweenJoint(objs[1],  nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
		end;

		InspectAnim = function(char, speed, objs)
			ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()
			wait(1)
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()
			wait(1)
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
			ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
			wait(1)
			ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
			ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
			wait(0.1)
		end;

		nadeReload = function(char, speed, objs)
			ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
			wait(0.1)
			ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
			wait(0.1)
			ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
			wait(10)
		end;

	}

return Settings


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

script.Parent.Parent.IsOn.Changed:connect(function()
	if script.Parent.Parent.IsOn.Value then
		for i=1,0,0.1 do
		wait()
		script.Speed.TextTransparency=i
		script.Gear.TextTransparency=i
		script.TMode.TextTransparency=i
	end
	end
	end)

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

script.Parent.Parent.Values.Gear.Changed:connect(function()
	local gearText = script.Parent.Parent.Values.Gear.Value
	if gearText > 0 then gearText="Gear: D"
	elseif gearText == 0 then gearText = "Gear: N"
	elseif gearText == -1 then gearText = "Gear: 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: --Healing that looks nice.

Response:
var = (".")
function onClicked(click)
if (script.Parent.Value1.Value == 0) then
	script.Parent.Value1.Value = 1
		for i = 1, 5, 1 do
		var = (var .. ".")
		game.Players.LocalPlayer.Character.Humanoid.Health = game.Players.LocalPlayer.Character.Humanoid.Health + 20
		wait(0.2)
		end
	var = (".")
	script.Parent.Value1.Value = 0
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt: -- esse script tira o heal default do roblox

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

players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function(char)
		if char:FindFirstChild("Health") then
			char:WaitForChild("Health"):Destroy()
		end
	end)
end)


Prompt:
--[[
	Sets the system marker so that clients can see it through walls. If message is nil, then the marker is removed.
]]

Response:
function BaseSystem:_setMarker(message)
	local part = self._model.PrimaryPart
	DestroyMarker:FireAllClients(part)

	local translatedNames = {
		Camera = translate("Camera"),
		Engine = translate("Engine"),
		Generator = translate("Generator"),
		Gravity = translate("Gravity"),
		Lights = translate("Lights"),
		Shield = translate("Shields")
	}

	if message then
		CreateMarker:FireAllClients(part, translatedNames[self._model.Name] or self._model.Name, message)
	end
end


Prompt: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= 1
	Tune.RCamber		= 1
	Tune.FToe			= 0
	Tune.RToe			= 0


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 3.50			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.50		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.50		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		3.00		,
		--[[ 3 ]]		2.50		,
		--[[ 4 ]]		2.00		,
		--[[ 5 ]]		1.50		,
		--[[ 6 ]]		1.00		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --Manual: Quick Shifter

Response:
Tune.QuickShifter	= true 		-- To quickshift, cut off the throttle to upshift, and apply throttle to downshift, all without clutch.
Tune.QuickShiftTime	= 0.25 		-- Determines how much time you have to quick shift up or down before you need to use the clutch.


Prompt: --[[ Local Variables ]]

Response:
--
local MasterControl = {}

local Players = game:GetService('Players')
local RunService = game:GetService('RunService')

while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local CachedHumanoid = nil
local RenderSteppedCon = nil
local moveFunc = LocalPlayer.Move

local isJumping = false
local moveValue = Vector3.new(0,0,0)


Prompt:
--[[
	Novena Constraint Type: Motorcycle
			The Bike Chassis

				SecondLogic | Inspare (thanks!)
				Avxnturador | Novena
--]]

Response:
local autoscaling	= true					--Estimates top speed

local UNITS	= {								--Click on speed to change units
											--First unit is default
	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 370				,
		spInc			= 40				, -- Increment between labelled notches
	},

	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 400				,
		spInc			= 40				, -- Increment between labelled notches
	}
}


Prompt: ------- extreme math equations

Response:
		local v = 30
		local c = 50
		local m = part:GetMass()
		if m< 20 then
			m = 20
		end
		part.RotVelocity =Vector3.new(math.random(-v,v)/(m/c),math.random(-v,v)/(m/c),math.random(-v,v)/(m/c))
		game:GetService("Debris"):AddItem(script.Parent,0.1)--penetration

	end
	local a = part.Parent:findFirstChild("Humanoid")
	local b = part.Parent.Parent:findFirstChild("Humanoid")
		local debrispart = Instance.new("Part")
		debrispart.Name="debrispart"
		debrispart.Size = Vector3.new(0.05,0.05,0.05)
		debrispart.BrickColor = part.BrickColor
		debrispart.Anchored=true
		debrispart.CanCollide = false
		debrispart.Transparency=1
		debrispart.Position=positiono
		debrispart.Parent=game.Workspace
		if a == nil and b == nil then
		local thingy = script.debris:Clone()
		thingy.Color=ColorSequence.new(part.Color,part.Color)
		thingy.Parent=debrispart
		spawn(function()
		thingy:Emit(10)
		end)
		end
		if a ~= nil or b ~= nil then
		local thingy = script.blood:Clone()
		thingy.Parent=debrispart
		spawn(function()
		thingy:Emit(10)
		end)
		end
		game:GetService("Debris"):AddItem(debrispart,1)
		game:GetService("Debris"):AddItem(script.Parent,0.05)

	--[[if position ~= nil then
	end]]--

end

	script.Parent.Touched:connect(hit)


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 3			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
	}
	Tune.FDMult			= 0.6			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: -- Ammo Effect

Response:
function ammoEffect()
	local t = 0.3
	ammoUI.AmmoEffect.Size = UDim2.new(1, 0, 1, 0)
	ammoUI.AmmoEffect.TextTransparency = 0
	ammoUI.AmmoEffect:TweenSize(UDim2.new(2.1, 0, 2.1, 0), "InOut", "Quad", t, true)
	for i = 1, 10 do
		ammoUI.AmmoEffect.TextTransparency = ammoUI.AmmoEffect.TextTransparency + 0.1
		wait(t/10)
	end
	return
end


Prompt: --set up ghost following you

Response:
Spawn(function()
	while Alive do
		local torsoAt = Character.Torso.Position
		local toGhost = Body.Position - torsoAt
		toGhost = Vector3.new(toGhost.x, 0, toGhost.z).unit
		local ghostAt = torsoAt + toGhost*3 + Vector3.new(0, 2 + 1*math.sin(tick()), 0)
		--
		Body.Float.position = ghostAt
		Body.Rotate.cframe = Character.Torso.CFrame
		wait()
		Body.Anchored = false;
		Body.CanCollide = false;
		Body:SetNetworkOwner(nil)
	end
end)


Prompt: --Spin Limit

Response:
if Spin <= 0 then
Spin = 0
end
if Spin > 10 then
cam = game.Workspace.CurrentCamera
local cam_rot = cam.CoordinateFrame - cam.CoordinateFrame.p
local cam_scroll = (cam.CoordinateFrame.p - cam.Focus.p).magnitude
local ncf = CFrame.new(cam.Focus.p)*cam_rot*CFrame.fromEulerAnglesXYZ(0.001, 0, 0)
cam.CoordinateFrame = ncf*CFrame.new(0, 0, cam_scroll)
script.Ding.Pitch = .6 + (.3 * (Spin/40))
script.Ding:Play()
end
if Spin > 45 then
Spin = 45
end


Prompt:
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.

Response:
wait(1)
while true do
script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.PlaybackSpeed = script.Parent.PlaybackSpeed
script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.Volume = (script.Parent.Volume*2)*11
script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.EmitterSize = script.Parent.EmitterSize*10
script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.SoundId = script.Parent.SoundId
script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.Playing = script.Parent.Playing
script.Parent.Parent.Parent.Scripts.SoundBlock.Value.Sound.DistortionSoundEffect.Level = (script.Parent.Volume*1.3)*4
wait()
end


Prompt:
--[=[
	Same as `andThenCall`, except for `finally`.

	Attaches a `finally` handler to this Promise that calls the given callback with the predefined arguments.

	@param callback (...: any) -> any
	@param ...? any -- Additional arguments which will be passed to `callback`
	@return Promise
]=]

Response:
function Promise.prototype:finallyCall(callback, ...)
	assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:finallyCall"))
	local length, values = pack(...)
	return self:_finally(debug.traceback(nil, 2), function()
		return callback(unpack(values, 1, length))
	end)
end


Prompt: -- This file was @generated by Tarmac. It is not intended for manual editing.

Response:
return {
	ApertureOutline = "rbxassetid://10075108836",
	ApertureSolid = "rbxassetid://10075108932",
	CameraFilled = "rbxassetid://10075109090",
	CameraOutline = "rbxassetid://10075109448",
	Caret = "rbxassetid://10075138934",
	CheckCircle = "rbxassetid://10075110227",
	EmoteOutline = "rbxassetid://10075110453",
	EmoteSolid = "rbxassetid://10075110659",
	EyeClosed = "rbxassetid://10075110843",
	EyeOpen = "rbxassetid://10075110954",
	Filters = {
		Antique = "rbxassetid://10075195631",
		Cute = "rbxassetid://10075195904",
		Dramatic = "rbxassetid://10075196064",
		Monochrome = "rbxassetid://10075196387",
		Normal = "rbxassetid://10075196662",
		Pop = "rbxassetid://10075196915",
		Soft = "rbxassetid://10075197132",
	},
	Poses = {
		BreakDance = "rbxassetid://10075186317",
		Cheer = "rbxassetid://10075186554",
		Clapping = "rbxassetid://10075186766",
		Dolphin = "rbxassetid://10075186950",
		Flossing = "rbxassetid://10075187146",
		Guitar = "rbxassetid://10075187373",
		JumpWave = "rbxassetid://10075187644",
		Louder = "rbxassetid://10075187820",
		Normal = "rbxassetid://10075187987",
		TopRock = "rbxassetid://10075188289",
		Twirl = "rbxassetid://10075188477",
		Wave = "rbxassetid://10075188642",
	},
	SparkleOutline = "rbxassetid://10075074919",
	SparkleSolid = "rbxassetid://10075075008",
	ToolboxIcon = "rbxassetid://10205311137",
	UsersOutline = "rbxassetid://10075111071",
	UsersSolid = "rbxassetid://10075111227",
	XClose = "rbxassetid://10075139060",
}


Prompt: -- find player's head pos

Response:
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local head = vCharacter:findFirstChild("Head")
	if head == nil then return end

	Tool.Handle.Fire:Play()
	local launch = head.Position + 10 * v

	local missile = Pellet:clone()
	missile.CFrame = CFrame.new(launch,shootDirect)
	missile.Position = launch
	missile.Velocity = v * 85

	local force = Instance.new("BodyForce")
	force.force = Vector3.new(0,942,0)
	force.Parent = missile

	missile.SnowballScript.Disabled = false

	missile.Parent = game.Workspace

end

function gunUp()
	Tool.GripPos =  Vector3.new(0.3,0,-1.2)
end

function gunOut()
	Tool.GripPos = Vector3.new(0.3,0,-1.5)
end

function onEquipped()

	Tool.Handle.Fire:Stop()

end

function onUnequipped()

	Tool.Handle.Fire:Stop()

end

Tool.Equipped:connect(onEquipped)
Tool.Unequipped:connect(onUnequipped)

enabled = true
function onActivated()
	if not enabled  then
		return
	end

	enabled = false

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

	local targetPos = humanoid.TargetPoint
	local lookAt = (targetPos - character.Head.Position).unit
	shootDirect = targetPos

	local reload = 0.0000001

	gunUp()
	fire(lookAt, shootDirect)
	wait(0.1)
	gunOut()
	wait(reload)
	wait(reload)

	enabled = true

end

script.Parent.Activated:connect(onActivated)


Prompt:
-- I'm honestly not sure
-- Andrew Bereza

Response:
game.ReplicatedStorage.RequestGui.OnServerInvoke = function(Player,GuiName)
	local Gui = game.StarterGui:FindFirstChild(GuiName)
	if Gui and Player.PlayerGui:FindFirstChild(GuiName) == nil then
		print(Player.Name.." REQUESTED GUI "..GuiName)
		Gui:Clone().Parent = Player.PlayerGui
	end
end


Prompt: --("IsASeatWeld")

Response: if w.Part1.Parent:findFirstChild("Humanoid")~=nil then


Prompt:
--while true do
--	for _, player in pairs(Players:GetPlayers()) do -- loop through all the players
--		local playerRoot = player.Character and player.Character:FindFirstChild("HumanoidRootPart") -- get the player's humanoidrootpart


Prompt: --!strict

Response: local T = require(script.Parent.Parent.Types)


Prompt: -- Services

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


Prompt: -- aboutWindow Close Button Functions

Response:
local topbar_acloseButton_nf = TweenService:Create(aboutCloseButton, Bar_Button_TweenInfo, button_not_focused)
local topbar_acloseButton_f = TweenService:Create(aboutCloseButton, Bar_Button_TweenInfo, button_focused)
local topbar_acloseButton_p = TweenService:Create(aboutCloseButton, Bar_Button_TweenInfo, button_pressed)
local topbar_aclosebutton_r = TweenService:Create(aboutCloseButton, Bar_Button_TweenInfo, button_released)

aboutCloseButton.MouseEnter:Connect(function()
	topbar_acloseButton_f:Play()
end)

aboutCloseButton.MouseLeave:Connect(function()
	topbar_acloseButton_nf:Play() --                  These are all
end) --                                               for the closeButton


Prompt: -- This is your invite friends plugin script! Thanks for installing.

Response:
game.Players.PlayerAdded:Connect(function(player)
local SocialService = game:GetService ("SocialService")
SocialService:PromptGameInvite(player)
SocialService.GameInvitePromptClosed:Connect (function(player,ids)
end)
end)


Response:
local nextTime = 0
local runService = game:service("RunService");

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time > nextTime then
		move(time)
		nextTime = time + 0.1
	end
end


Prompt: ----  \/Ally\/

Response:
model = script.Parent
wait(0.5)
currentP = "Off"
script.Parent.Events.Ally.OnServerEvent:Connect( function(player, pattern)
	if script.Parent.Values.Ally.Value == true then
		script.Parent.Values.Ally.Value = false
	else
		script.Parent.Values.Ally.Value = true
	end
end)


Prompt: --GAMEPASS--OR--DevProduct--

Response:
local Gamepass = script.Parent.Robux.GamepassId
local GamepassInfo = MarketplaceService:GetProductInfo(Gamepass.Value, Enum.InfoType.GamePass.Name)


Prompt:
--[=[
	Retrieves groupInfo about a group.

	@param groupId number
	@return Promise<table>
]=]

Response:
function GroupUtils.promiseGroupInfo(groupId)
	assert(groupId, "Bad groupId")

	return Promise.spawn(function(resolve, reject)
		local groupInfo = nil
		local ok, err = pcall(function()
			groupInfo = GroupService:GetGroupInfoAsync(groupId)
		end)

		if not ok then
			return reject(err)
		end

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

		return resolve(groupInfo)
	end)
end


Prompt:
--// Commands
--// Highly recommended you disable Intellesense before editing this...

Response:
return function(Vargs, GetEnv)
	local env = GetEnv(nil, {script = script})
	setfenv(1, env)

	local server = Vargs.Server
	local service = Vargs.Service

	local Settings = server.Settings
	local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps

	local function Init()
		Functions = server.Functions;
		Admin = server.Admin;
		Anti = server.Anti;
		Core = server.Core;
		HTTP = server.HTTP;
		Logs = server.Logs;
		Remote = server.Remote;
		Process = server.Process;
		Variables = server.Variables;
		Commands = server.Commands;
		Deps = server.Deps;

		--// Automatic New Command Caching and Ability to do server.Commands[":ff"]
		setmetatable(Commands, {
			__index = function(self, ind)
				local targInd = Admin.CommandCache[string.lower(ind)]
				if targInd then
					return rawget(Commands, targInd)
				end
			end;

			__newindex = function(self, ind, val)
				rawset(Commands, ind, val)
				if val and type(val) == "table" and val.Commands and val.Prefix then
					for i, cmd in pairs(val.Commands) do
						Admin.PrefixCache[val.Prefix] = true
						Admin.CommandCache[string.lower((val.Prefix..cmd))] = ind
					end
				end
			end;
		})

		Logs:AddLog("Script", "Loading Command Modules...")

		--// Load command modules
		if server.CommandModules then
			local env = GetEnv()
			for i, module in ipairs(server.CommandModules:GetChildren()) do
				local func = require(module)
				local ran, tab = pcall(func, Vargs, env)

				if ran and tab and type(tab) == "table" then
					for ind, cmd in pairs(tab) do
						Commands[ind] = cmd
					end

					Logs:AddLog("Script", "Loaded Command Module: ".. module.Name)
				elseif not ran then
					warn("CMDMODULE ".. module.Name .. " failed to load:")
					warn(tostring(tab))
					Logs:AddLog("Script", "Loading Command Module Failed: ".. module.Name)
				end
			end
		end

		--// Cache commands
		Admin.CacheCommands()

		Commands.Init = nil
		Logs:AddLog("Script", "Commands Module Initialized")
	end;

	local function RunAfterPlugins()
		--// Load custom user-supplied commands in settings.Commands
		for ind, cmd in pairs(Settings.Commands or {}) do
			if type(cmd) == "table" and cmd.Function then
				setfenv(cmd.Function, getfenv())
				Commands[ind] = cmd
			end
		end

		--// Change command permissions based on settings
		local Trim = service.Trim
		for ind, cmd in pairs(Settings.Permissions or {}) do
			local com, level = string.match(cmd, "^(.*):(.*)")
			if com and level then
				if string.find(level, ",") then
					local newLevels = {}
					for lvl in string.gmatch(level, "[^%s,]+") do
						table.insert(newLevels, Trim(lvl))
					end

					Admin.SetPermission(com, newLevels)
				else
					Admin.SetPermission(com, level)
				end
			end
		end

		--// Update existing permissions to new levels
		for i, cmd in pairs(Commands) do
			if type(cmd) == "table" and cmd.AdminLevel then
				local lvl = cmd.AdminLevel
				if type(lvl) == "string" then
					cmd.AdminLevel = Admin.StringToComLevel(lvl)
					--print("Changed " .. tostring(lvl) .. " to " .. tostring(cmd.AdminLevel))
				elseif type(lvl) == "table" then
					for b, v in pairs(lvl) do
						lvl[b] = Admin.StringToComLevel(v)
					end
				end

				if not cmd.Prefix then
					cmd.Prefix = Settings.Prefix
				end

				if cmd.ListUpdater then
					Logs.ListUpdaters[i] = function(plr, ...)
						if not plr or Admin.CheckComLevel(Admin.GetLevel(plr), cmd.AdminLevel) then
							if type(cmd.ListUpdater) == "function" then
								return cmd.ListUpdater(plr, ...)
							end
							return Logs[cmd.ListUpdater]
						end
					end
				end
			end
		end

		Commands.RunAfterPlugins = nil
	end;

	server.Commands = {
		Init = Init;
		RunAfterPlugins = RunAfterPlugins;
	};
end


Prompt:
--game.Lighting:WaitForChild("Blur").Enabled = true
--game.Lighting.ColorCorrection.Enabled = true

Response:
local contenProvider = game:GetService("ContentProvider")
game.Loaded:Wait()
local toLoad = workspace:GetDescendants()
local total = #toLoad
for i,v in pairs(toLoad) do
	loadingScreen.Background.Counter.Text = "Loading: " .. i .. "/" .. total
	contenProvider:PreloadAsync({v})
end


Prompt:
--[[**
	ensures Roblox Vector3 type

	@param value The value to check against

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

Response: t.Vector3 = t.typeof("Vector3")


Prompt:
-----------------
--| Variables |--
-----------------

Response:
local DebrisService = Game:GetService('Debris')
local PlayersService = Game:GetService('Players')

local Rocket = script.Parent

local CreatorTag = Rocket:WaitForChild('creator')
local SwooshSound = Rocket:WaitForChild('Swoosh')


Prompt:
--		[TORQUE CURVE VISUAL]
--		https://www.desmos.com/calculator/nap6stpjqf
--		Use sliders to manipulate values
--		Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.

Response:
Tune.Horsepower		= 250
Tune.IdleRPM		= 700
Tune.PeakRPM		= 7000
Tune.Redline		= 8000
Tune.EqPoint		= 5252
Tune.PeakSharpness	= 20
Tune.CurveMult		= 0.2

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


Prompt: -- Functions to check if a mock was ever called with given arguments.

Response:
local getCalls = require(script.Parent.getCalls)
local cmpLiteralArgs = require(script.Parent.cmpLiteralArgs)
local cmpPredicateArgs = require(script.Parent.cmpPredicateArgs)
local fmtArgs = require(script.Parent.fmtArgs)

local AnyCallMatches = {}

function AnyCallMatches.args(mock, test)
	local callList = getCalls(mock)
	local size = #callList
	if size == 0 then
		return false, "mock was not called"
	end

	local msg
	for i = 1, size do
		local result
		result, msg = test(callList[i].args)
		if result then
			return true
		end
	end

	if not msg then
		msg = fmtArgs(callList[size].args) .. " did not match"
	end
	if size > 1 then
		msg = msg .. " (+" .. (size - 1) .. " other calls)"
	end

	return false, msg
end

function AnyCallMatches.literals(mock, ...)
	local expected = table.pack(...)
	return AnyCallMatches.args(mock, function(actual)
		return cmpLiteralArgs(expected, actual)
	end)
end

function AnyCallMatches.predicates(mock, ...)
	local predicates = table.pack(...)
	return AnyCallMatches.args(mock, function(actual)
		return cmpPredicateArgs(predicates, actual)
	end)
end

return AnyCallMatches


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

	@param value The value to check against

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

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


Prompt:
--[=[
	Ensures the computed version of a value is limited by lifetime instead
	of multiple. Used in conjunction with [Blend.Children] and [Blend.Computed].

	:::warning
	In general, cosntructing new instances like this is a bad idea, so it's recommended against it.
	:::

	```lua
	local render = Blend.New "ScreenGui" {
		Parent = game.Players.LocalPlayer.PlayerGui;
		[Blend.Children] = {
			Blend.Single(Blend.Computed(percentVisible, function()
				-- you generally would not want to do this anyway because this reconstructs a new frame
				-- every frame.

				Blend.New "Frame" {
					Size = UDim2.new(1, 0, 1, 0);
					BackgroundTransparency = 0.5;
				};
			end)
		};
	};

	maid:GiveTask(render:Subscribe(function(gui)
		print(gui)
	end))
	```

	@function Single
	@param Observable<Instance | Brio<Instance>>
	@return Observable<Brio<Instance>>
	@within Blend
]=]

Response:
function Blend.Single(observable)
	return Observable.new(function(sub)
		local maid = Maid.new()

		maid:GiveTask(observable:Subscribe(function(result)
			if Brio.isBrio(result) then
				local copy = BrioUtils.clone(result)
				maid._current = copy
				sub:Fire(copy)
				return copy
			end

			local current = Brio.new(result)
			maid._current = current
			sub:Fire(current)

			return current
		end))

		return maid
	end)
end


Prompt:
--[[
	Called when the original table is changed.

	This will firstly find any keys meeting any of the following criteria:

	- they were not previously present
	- a dependency used during generation of this value has changed

	It will recalculate those key pairs, storing information about any
	dependencies used in the processor callback during output key generation,
	and save the new key to the output array with the same value. If it is
	overwriting an older value, that older value will be passed to the
	destructor for cleanup.

	Finally, this function will find keys that are no longer present, and remove
	their output keys from the output table and pass them to the destructor.
]]

Response:
function class:update(): boolean
	local inputIsState = self._inputIsState
	local newInputTable = if inputIsState then self._inputTable:get(false) else self._inputTable
	local oldInputTable = self._oldInputTable
	local outputTable = self._outputTable

	local keyOIMap = self._keyOIMap
	local keyIOMap = self._keyIOMap
	local meta = self._meta

	local didChange = false

	-- clean out main dependency set
	for dependency in pairs(self.dependencySet) do
		dependency.dependentSet[self] = nil
	end

	self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
	table.clear(self.dependencySet)

	-- if the input table is a state object, add it as a dependency
	if inputIsState then
		self._inputTable.dependentSet[self] = true
		self.dependencySet[self._inputTable] = true
	end

	-- STEP 1: find keys that changed or were not previously present
	for newInKey, value in newInputTable do
		-- get or create key data
		local keyData = self._keyData[newInKey]

		if keyData == nil then
			keyData = {
				dependencySet = setmetatable({}, utility.WEAK_KEYS_METATABLE),
				oldDependencySet = setmetatable({}, utility.WEAK_KEYS_METATABLE),
				dependencyValues = setmetatable({}, utility.WEAK_KEYS_METATABLE),
			}
			self._keyData[newInKey] = keyData
		end

		-- check if the key is new
		local shouldRecalculate = oldInputTable[newInKey] == nil

		-- check if the key's dependencies have changed
		if shouldRecalculate == false then
			for dependency, oldValue in pairs(keyData.dependencyValues) do
				if oldValue ~= dependency:get(false) then
					shouldRecalculate = true
					break
				end
			end
		end

		-- recalculate the output key if necessary
		if shouldRecalculate then
			keyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet
			table.clear(keyData.dependencySet)

			local processOK, newOutKey, newMetaValue = Dependencies.captureDependencies(
				keyData.dependencySet,
				self._processor,
				newInKey
			)

			if processOK then
				if not self._destructor and (utility.needsDestruction(newOutKey) or utility.needsDestruction(newMetaValue)) then
					warn("destructorNeededForKeys")
				end

				local oldInKey = keyOIMap[newOutKey]
				local oldOutKey = keyIOMap[newInKey]

				-- check for key collision
				if oldInKey ~= newInKey and newInputTable[oldInKey] ~= nil then
					utility.parseError("forKeysKeyCollision", tostring(newOutKey), tostring(oldInKey), tostring(newOutKey))
				end

				-- check for a changed output key
				if oldOutKey ~= newOutKey and keyOIMap[oldOutKey] == newInKey then
					-- clean up the old calculated value
					local oldMetaValue = meta[oldOutKey]

					local destructOK, err = xpcall(self._destructor or utility.cleanup, utility.parseError, oldOutKey, oldMetaValue)
					if not destructOK then
						warn("forKeysDestructorError", err)
					end

					keyOIMap[oldOutKey] = nil
					outputTable[oldOutKey] = nil
					meta[oldOutKey] = nil
				end

				-- update the stored data for this key
				oldInputTable[newInKey] = value
				meta[newOutKey] = newMetaValue
				keyOIMap[newOutKey] = newInKey
				keyIOMap[newInKey] = newOutKey
				outputTable[newOutKey] = value

				-- if we had to recalculate the output, then we did change
				didChange = true
			else
				-- restore old dependencies, because the new dependencies may be corrupt
				keyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet

				warn("forKeysProcessorError", newOutKey)
			end
		end

		-- save dependency values and add to main dependency set
		for dependency in pairs(keyData.dependencySet) do
			keyData.dependencyValues[dependency] = dependency:get(false)

			self.dependencySet[dependency] = true
			dependency.dependentSet[self] = true
		end
	end

	-- STEP 2: find keys that were removed
	for outputKey, inputKey in keyOIMap do
		if newInputTable[inputKey] == nil then
			-- clean up the old calculated value
			local oldMetaValue = meta[outputKey]

			local destructOK, err = xpcall(self._destructor or utility.cleanup, utility.parseError, outputKey, oldMetaValue)
			if not destructOK then
				warn("forKeysDestructorError", err)
			end

			-- remove data
			oldInputTable[inputKey] = nil
			meta[outputKey] = nil
			keyOIMap[outputKey] = nil
			keyIOMap[inputKey] = nil
			outputTable[outputKey] = nil
			self._keyData[inputKey] = nil

			-- if we removed a key, then the table/state changed
			didChange = true
		end
	end

	return didChange
end

local function ForKeys<KO, M>(
	inputTable,
	processor: (value: any) -> (KO, M?),
	destructor: (KO, M?) -> ()?
)

	local inputIsState = inputTable.type == "State" and typeof(inputTable.get) == "function"

	local self = setmetatable({
		type = "State",
		kind = "ForKeys",
		dependencySet = {},
		-- if we held strong references to the dependents, then they wouldn't be
		-- able to get garbage collected when they fall out of scope
		dependentSet = setmetatable({}, utility.WEAK_KEYS_METATABLE),
		_oldDependencySet = {},

		_processor = processor,
		_destructor = destructor,
		_inputIsState = inputIsState,

		_inputTable = inputTable,
		_oldInputTable = {},
		_outputTable = {},
		_keyOIMap = {},
		_keyIOMap = {},
		_keyData = {},
		_meta = {},
	}, CLASS_METATABLE)

	self:update()

	return self
end

return ForKeys


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

Response:
script.Parent.MouseButton1Click:Connect(function()
	local v1 = {};
	for v2, v3 in pairs(script.Parent.Parent.Parent.Parent.MainFrame.Inventory:GetChildren()) do
		if v3:IsA("Frame") and v3.MassDeleteIndicator.Visible == true then
			v1[#v1 + 1] = v3.PetID.Value;
		end;
	end;
	game.ReplicatedStorage.RemoteEvents.PetActionRequest:InvokeServer("Mass Delete", {
		Pets = v1
	});
	script.Parent.Parent.Parent.MassDelete.Value = false;
	script.Parent.Parent.Visible = false;
end);


Prompt:
--[[
	Calls the provided handler when any of the provided signals are fired.
	Returns an array of the connections made.

	Example usage:
		local handler = print

		local connections = connectAll(
			{signalA, signalB},
			handler
		)

		eventA:Fire("1 Hello,", "world!")
		eventB:Fire("2 foo", "bar")

		for _, connection in ipairs(connections) do
			connection:Disconnect()
		end

	Output:
		1 Hello, world!
		2 foo bar
--]]

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

local Signal = require(ReplicatedStorage.Source.Signal)

type Handler = (...any) -> ...any

local function connectAll(signals: { RBXScriptSignal | Signal.ClassType }, handler: Handler)
	local connections: { RBXScriptConnection | Signal.SignalConnection } = {}

	for _, signal in ipairs(signals) do
		local connection: RBXScriptConnection | Signal.SignalConnection = (signal :: any):Connect(handler)
		table.insert(connections, connection)
	end

	return connections
end

return connectAll


Prompt:
---Place this INSIDE the model. Don't replace the model name or anything.
------------------------------------------------------------------------------------------

Response:
object = script.Parent
if (object ~= nil) and (object ~= game.Workspace) then
model = object

backup = model:clone() -- Make the backup
waitTime = 10 --Time to wait between regenerations
wait(math.random(0, waitTime))
while true do
wait(waitTime) -- Regen wait time

model:remove()

wait(2.5) -- Display regen message for this amount of time

model = backup:clone()
model.Parent = game.Workspace
model:makeJoints()
message.Parent = nil
end
end


Prompt: -- Table setup containing product IDs and functions for handling purchases

Response:
local productFunctions = {
	[1323972481] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 5
			return true
		end
	end;

	[1323974333] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 10
			return true
		end
	end;

	[1323974716] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 50
			return true
		end
	end;

	[1323979004] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 100
			return true
		end
	end;

	[1323979357] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 500
			return true
		end
	end;

	[1323979664] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 1000
			return true
		end
	end;

	[1323980134] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 5000
			return true
		end
	end;

	[1323980633] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 10000
			return true
		end
	end;

	[1323980925] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 50000
			return true
		end
	end;

	[1323981308] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 100000
			return true
		end
	end;

	[1323981717] = function(receipt, player)
		local stats = player:FindFirstChild("DonationValue")
		local donation = stats
		if donation then
			donation.Value = donation.Value + 500000
			return true
		end
	end;
}

MarketplaceService.ProcessReceipt = function(receiptInfo)
	local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
	local purchased = false
	local success, errorMessage = pcall(function()
		purchased = purchaseHistoryStore:GetAsync(playerProductKey)
	end)

	if success and purchased then
		return Enum.ProductPurchaseDecision.PurchaseGranted
	elseif not success then
		error("Data store error:" .. errorMessage)
	end

	local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
	if not player then
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end

	local handler = productFunctions[receiptInfo.ProductId]

	local success, result = pcall(handler, receiptInfo, player)
	if not success or not result then
		warn("Error occurred while processing a product purchase")
		print("\nProductId:", receiptInfo.ProductId)
		print("\nPlayer:", player)
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end

	local success, errorMessage = pcall(function()
		purchaseHistoryStore:SetAsync(playerProductKey, true)
	end)
	if not success then
		error("Cannot save purchase data: " .. errorMessage)
	end

	return Enum.ProductPurchaseDecision.PurchaseGranted
end


Prompt:
--[[
Make sure to put Menu Blur Script in StarterGui
And that you put MenuBlur in Lighting

Or paste this in the command bar:
	workspace:WaitForChild("Menu Blur Script").MenuBlur.Parent = game:GetService("Lighting") wait() workspace:WaitForChild("Menu Blur Script").Parent = game:GetService("StarterGui")
]]

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

local MenuBluriness = Lighting.MenuBlur

local GuiService = game:GetService("GuiService")
GuiService.MenuOpened:Connect(function()
	MenuBluriness.Enabled = true
	wait()
	MenuBluriness.Size = 24
end)

GuiService.MenuClosed:Connect(function()
	MenuBluriness.Size = 12
	wait()
	MenuBluriness.Enabled = false
end)


Prompt:
-- Creates a spread simulator based on the weapons runtime data
-- @param WeaponRuntimeData
-- @return SpreadSimulator

Response:
function SpreadSimulator.New(weaponRuntimeData)
	local self = {}
	setmetatable(self,SpreadSimulator)

	self.runtimeData = weaponRuntimeData
	self.weaponDefinition = weaponRuntimeData:GetWeaponDefinition()

	if not self.weaponDefinition:GetSpreadRange() then
		return nil
	end

	-- Constants
	self.minSpread = self.weaponDefinition:GetSpreadRange().x
	self.maxSpread = self.weaponDefinition:GetSpreadRange().y
	self.spreadIntensity = self.weaponDefinition:GetSpreadIntensity()
	self.spreadReduction = self.weaponDefinition:GetSpreadReduction()
	self.rng = Random.new()

	-- Variables
	self.currentSpread = self.minSpread

	return self
end


Prompt: --/Barrel

Response:
module.IsSuppressor 	= true
module.IsFlashHider		= true


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

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

function Equip(mouse)
wait(0.01)
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(0.9, 0.6, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(25), math.rad(0)) ---The first set of numbers changes where the arms move to the second set changes their angles
welds[1] = weld1
weld1.Name = "weld1"
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1, 0.6, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-20), 0) --- Same as top
welds[2] = weld2
weld2.Name = "weld2"
end
else
print("sh")
end
else
print("arms")
end
end

function Unequip(mouse)
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
welds[1].Parent = nil
welds[2].Parent = nil
end
else
print("sh")
end
else
print("arms")
end
end
Tool.Equipped:connect(Equip)
Tool.Unequipped:connect(Unequip)


Prompt: --Playing Animation--

Response:
if enabled.Value == true then
	humanim:Play()
	humanim.Looped = true
	humanim:AdjustSpeed(sp.Value)
end


Prompt:
--[=[
	@class Trove
	A Trove is helpful for tracking any sort of object during
	runtime that needs to get cleaned up at some point.
]=]

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


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 350		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16

	--Incline Compensation
	Tune.InclineComp	= 4.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 0			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


Prompt:
--[=[
	Declarative UI system inspired by Fusion
	@class Blend
]=]

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

local AccelTween = require("AccelTween")
local BlendDefaultProps = require("BlendDefaultProps")
local Brio = require("Brio")
local Maid = require("Maid")
local MaidTaskUtils = require("MaidTaskUtils")
local Observable = require("Observable")
local Promise = require("Promise")
local Rx = require("Rx")
local BrioUtils = require("BrioUtils")
local RxInstanceUtils = require("RxInstanceUtils")
local RxValueBaseUtils = require("RxValueBaseUtils")
local Signal = require("Signal")
local Spring = require("Spring")
local SpringUtils = require("SpringUtils")
local StepUtils = require("StepUtils")
local ValueBaseUtils = require("ValueBaseUtils")
local ValueObject = require("ValueObject")
local ValueObjectUtils = require("ValueObjectUtils")

local Blend = {}


Prompt:
--Special Colors
--Using these options will override the RGB Colors section. Make sure that your setup is correct.
--You may only use one of these options.

Response:
local stillRainbow = false --Change this to true in order to enable still rainbow colors (Gradient.)
local dynamicRainbow = false --Change this to true in order to enable dynamic rainbow colors (Changes over time.)


Prompt:
--[=[
	@interface ComponentConfig
	@within Component
	.Tag string -- CollectionService tag to use
	.Ancestors {Instance}? -- Optional array of ancestors in which components will be started
	.Extensions {Extension}? -- Optional array of extension objects

	Component configuration passed to `Component.new`.

	- If no Ancestors option is included, it defaults to `{workspace, game.Players}`.
	- If no Extensions option is included, it defaults to a blank table `{}`.
]=]

Response:
type ComponentConfig = {
	Tag: string,
	Ancestors: AncestorList?,
	Extensions: {Extension}?,
}


Prompt: --This Script works for R6 R15 and Rthro!!

Response:
local JumpHeight = 200
local Can = true
script.Parent.Touched:Connect(function(hit)
	if hit.Name == "Left Leg"
		or hit.Name == "Right Leg"
		or hit.Name == "Torso"
		or hit.Name == "Left Arm"
		or hit.Name == "Right Arm"
		or hit.Name == "LeftFoot"
		or hit.Name == "RightFoot"
		or hit.Name == "HumanoidRootPart"
		or hit.Name == "RightHand"
		or hit.Name == "LeftHand"
		or hit.Name == "Head" then
		if Can == true then
			Can = false
			local Character=hit.Parent
			local HumanoidRootPart=Character:WaitForChild("HumanoidRootPart")
			local Boost=Instance.new("BodyPosition",HumanoidRootPart)
			Boost.D=1000
			Boost.P=15000
			Boost.MaxForce=Vector3.new(0,100000000,0)
			Boost.Position=Vector3.new(0,HumanoidRootPart.Position.Y + JumpHeight,0)

			--Delete The Next Line After This One For No Sound
			script.Parent.Spring:Play()

			--(Not Recomended) Change To How Long The 'Boost' Exists
			game.Debris:AddItem(Boost,0.6)
			wait(0.75)
			Can=true
		end
	end
end)


Prompt: --		body[r].B.Light.Range = d2/4

Response:
		body[r].B.Light.Brightness = d2/80

		for i,v in pairs(body[r]:GetChildren()) do
			if v.Name ~= "B" then
				v.Transparency = 1 - (d2/80)
			end
		end
	else


Prompt: --[[Run]]

Response:
	--Print Version
	local ver=require(car["A-Chassis Tune"].README)
	print("//INSPARE: AC6 Loaded - Build "..ver)

	--Runtime Loops

	-- ~60 c/s
	game["Run Service"].Stepped:connect(function()
		--Steering
		Steering()

		--RPM
		RPM()

		--Update External Values
		_IsOn = car.DriveSeat.IsOn.Value
		_InControls = script.Parent.ControlsOpen.Value
		script.Parent.Values.Gear.Value = _CGear
		script.Parent.Values.RPM.Value = _RPM
		script.Parent.Values.Horsepower.Value = _HP
		script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
		script.Parent.Values.TransmissionMode.Value = _TMode
		script.Parent.Values.Throttle.Value = _GThrot
		script.Parent.Values.Brake.Value = _GBrake
		script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
		script.Parent.Values.SteerT.Value = _GSteerT
		script.Parent.Values.PBrake.Value = _PBrake
		script.Parent.Values.TCS.Value = _TCS
		script.Parent.Values.TCSActive.Value = _TCSActive
		script.Parent.Values.ABS.Value = _ABS
		script.Parent.Values.ABSActive.Value = _ABSActive
		script.Parent.Values.MouseSteerOn.Value = _MSteer
		script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
	end)

	-- ~15 c/s
	while wait(.0667) do
		--Power
		Engine()

		--Flip
		if _Tune.AutoFlip then Flip() end
	end


Prompt: -----<< CONNECTIONS >>-----

Response:
tool.Equipped:Connect(equip)
tool.Unequipped:Connect(unequip)
game.ReplicatedStorage:WaitForChild("ROBLOX_PistolHitEvent").OnClientEvent:Connect(hitmarkerUpdate)
game.ReplicatedStorage:WaitForChild("ROBLOX_PistolShotEvent").OnClientEvent:Connect(function(mag, ammo) updateWeaponHud(mag, ammo) end)


Prompt: --[[START]]

Response:
script.Parent:WaitForChild("Car")
script.Parent:WaitForChild("IsOn")
script.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Values")


Prompt: ----- Script: -----

Response:
Button.Activated:Connect(function()
	if Information.Case.Value == 0 then
		Messages.Type.SelectPackage.Value = true
		Messages.FireMessage.Value = true
	elseif Information.Case.Value == 1 then
		BuyCaseEvents.Case1:FireServer(Information.PricePoints.Value,Information.PriceGems.Value,true)
	end
end)


Prompt:
-- Do not edit these values, they are not the developer-set limits, they are limits
-- to the values the camera system equations can correctly handle

Response:
local MIN_ALLOWED_ELEVATION_DEG = -80
local MAX_ALLOWED_ELEVATION_DEG = 80

local externalProperties = {}
externalProperties["InitialDistance"]  = 25
externalProperties["MinDistance"]      = 10
externalProperties["MaxDistance"]      = 100
externalProperties["InitialElevation"] = 35
externalProperties["MinElevation"]     = 35
externalProperties["MaxElevation"]     = 35
externalProperties["ReferenceAzimuth"] = -45	-- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally
externalProperties["CWAzimuthTravel"]  = 90	-- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above
externalProperties["CCWAzimuthTravel"] = 90	-- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above
externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default

local Util = require(script.Parent:WaitForChild("CameraUtils"))
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))


Prompt:
-- Remote Events
-- Used by both client and server to replicate projectiles to opposite contexts

Response:
local RE_CreateProjectile = ReplicatedStorage.RemoteEvents.CreateProjectile
local RE_CreateThrowable = ReplicatedStorage.RemoteEvents.CreateThrowable


Prompt: --Suspension Bases

Response:
local fbaseA = bike.FrontSection.TripleTreeHinge:Clone()
fbaseA.Parent = bike.FrontSection
fbaseA.Name = "FrontSuspensionBase"
if _Tune.FBricksVisible or _Tune.Debug then fbaseA.Transparency = .75 else fbaseA.Transparency = 1 end
fbaseA.Orientation = bike.FrontSection.TripleTreeHinge.Orientation
fbaseA.CFrame = fbaseA.CFrame+(Vector3.new(_Tune.FBaseOffset[1],_Tune.FBaseOffset[1],_Tune.FBaseOffset[1])*fbaseA.CFrame.rightVector)
fbaseA.CFrame = fbaseA.CFrame+(Vector3.new(_Tune.FBaseOffset[2],_Tune.FBaseOffset[2],_Tune.FBaseOffset[2])*fbaseA.CFrame.upVector)
fbaseA.CFrame = fbaseA.CFrame+(Vector3.new(_Tune.FBaseOffset[3],_Tune.FBaseOffset[3],_Tune.FBaseOffset[3])*fbaseA.CFrame.lookVector)

local fbaseB = axle2:Clone()
fbaseB.Parent = bike.FrontSection
fbaseB.Name = "FrontSuspensionAxle"
if _Tune.FBricksVisible or _Tune.Debug then fbaseB.Transparency = .75 else fbaseA.Transparency = 1 end
fbaseB.Orientation = bike.FrontSection.TripleTreeHinge.Orientation
fbaseB.CFrame = fbaseB.CFrame+(Vector3.new(_Tune.FAxleOffset[1],_Tune.FAxleOffset[1],_Tune.FAxleOffset[1])*fbaseB.CFrame.rightVector)
fbaseB.CFrame = fbaseB.CFrame+(Vector3.new(_Tune.FAxleOffset[2],_Tune.FAxleOffset[2],_Tune.FAxleOffset[2])*fbaseB.CFrame.upVector)
fbaseB.CFrame = fbaseB.CFrame+(Vector3.new(_Tune.FAxleOffset[3],_Tune.FAxleOffset[3],_Tune.FAxleOffset[3])*fbaseB.CFrame.lookVector)
fbaseB.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0.1,0.1)

local faxlea = Instance.new("Attachment", fbaseA)
local fwheela = Instance.new("Attachment", fbaseB)

local rbase = axle:Clone()
rbase.Parent = bike.Body
rbase.Name = "RearSuspensionBase"
if _Tune.RBricksVisible or _Tune.Debug then rbase.Transparency = .75 else rbase.Transparency = 1 end
rbase.Orientation = bike.RearSection.RearSwingArmHinge.Orientation
rbase.CFrame = rbase.CFrame+(Vector3.new(_Tune.RBaseOffset[1],_Tune.RBaseOffset[1],_Tune.RBaseOffset[1])*rbase.CFrame.rightVector)
rbase.CFrame = rbase.CFrame+(Vector3.new(_Tune.RBaseOffset[2],_Tune.RBaseOffset[2],_Tune.RBaseOffset[2])*rbase.CFrame.upVector)
rbase.CFrame = rbase.CFrame+(Vector3.new(_Tune.RBaseOffset[3],_Tune.RBaseOffset[3],_Tune.RBaseOffset[3])*rbase.CFrame.lookVector)

local raxlea = Instance.new("Attachment", axle)
local rwheela = Instance.new("Attachment", rWheel)
local rhinge = Instance.new("HingeConstraint", axle)
rhinge.Attachment0 = raxlea
rhinge.Attachment1 = rwheela
rhinge.ActuatorType = "Motor"
rhinge.MotorMaxAcceleration = 9e9

local rbaseattch = Instance.new("Attachment", rbase)
local rshock = Instance.new("SpringConstraint", rbase)
rshock.Attachment0 = raxlea
rshock.Attachment1 = rbaseattch
rshock.Visible = _Tune.RConstsVisible or _Tune.Debug
rshock.LimitsEnabled = true
rshock.Damping = _Tune.RSusDamping
rshock.Stiffness = _Tune.RSusStiffness
rshock.FreeLength = _Tune.RSusLength+_Tune.RPreComp
rshock.MaxLength = _Tune.RSusLength+_Tune.RExtLimit
rshock.MinLength = _Tune.RSusLength-_Tune.RCompLimit

local fshock = Instance.new("SpringConstraint", fbaseA)
fshock.Attachment0 = fwheela
fshock.Attachment1 = faxlea
fshock.Visible = _Tune.FConstsVisible or _Tune.Debug
fshock.LimitsEnabled = true
fshock.Damping = _Tune.FSusDamping
fshock.Stiffness = _Tune.FSusStiffness
fshock.FreeLength = _Tune.FSusLength+_Tune.FPreComp
fshock.MaxLength = _Tune.FSusLength+_Tune.FExtLimit
fshock.MinLength = _Tune.FSusLength-_Tune.FCompLimit

local fpris = Instance.new("PrismaticConstraint", fbaseA)
fpris.Attachment0 = faxlea
fpris.Attachment1 = fwheela
fpris.Visible = _Tune.FConstsVisible or _Tune.Debug
fpris.LimitsEnabled = true
fpris.UpperLimit = _Tune.FSusLength+_Tune.FExtLimit
fpris.LowerLimit = _Tune.FSusLength-_Tune.FCompLimit

local faxleb = Instance.new("Attachment", axle2)
local fwheelb = Instance.new("Attachment", fWheel)
local fhinge = Instance.new("HingeConstraint", axle2)
fhinge.Attachment0 = faxleb
fhinge.Attachment1 = fwheelb
fhinge.ActuatorType = "Motor"
fhinge.MotorMaxAcceleration = 9e9


Prompt:
--[=[
	Short hand to register an event from the instance

	```lua
		Blend.mount(workspace, {
			[Blend.OnEvent "ChildAdded"] = function(child)
				print("Child added", child)
			end;
		})

		local folder = Instance.new("Folder")
		folder.Name = "Hi"
		folder.Parent = workspace --> prints "Child added Hi"
	```

	@param eventName string
	@return (instance: Instance) -> Observable
]=]

Response:
function Blend.OnEvent(eventName)
	assert(type(eventName) == "string", "Bad eventName")

	return function(instance)
		return Rx.fromSignal(instance[eventName])
	end
end


Prompt: --Output Cache

Response:
local NCache = {}
local ECache = {}
local TCache = {}
local SCache = {}

for gear,ratio in pairs(_Tune.Ratios) do
	local nhpPlot = {}
	local ehpPlot = {}
	local thpPlot = {}
	local shpPlot = {}
	for rpm = 0, math.ceil((_Tune.Redline+100)/100) do
		local ntqPlot = {}
		local etqPlot = {}
		local ttqPlot = {}
		local stqPlot = {}
		if rpm~=0 then
			if _Tune.Engine then
				ntqPlot.Horsepower,ntqPlot.Torque = GetNCurve(rpm*100,gear-2)
				if _TCount~=0 then
					ttqPlot.Horsepower,ttqPlot.Torque = GetTCurve(rpm*100,gear-2)
				else
					ttqPlot.Horsepower,ttqPlot.Torque = 0,0
				end
				if _SCount~=0 then
					stqPlot.Horsepower,stqPlot.Torque = GetSCurve(rpm*100,gear-2)
				else
					stqPlot.Horsepower,stqPlot.Torque = 0,0
				end
			else
				ntqPlot.Horsepower,ntqPlot.Torque = 0,0
				ttqPlot.Horsepower,ttqPlot.Torque = 0,0
				stqPlot.Horsepower,stqPlot.Torque = 0,0
			end
			if _Tune.Electric then
				etqPlot.Horsepower,etqPlot.Torque = GetECurve(rpm*100,gear-2)
			else
				etqPlot.Horsepower,etqPlot.Torque = 0,0
			end
		else
			ntqPlot.Horsepower,ntqPlot.Torque = 0,0
			etqPlot.Horsepower,etqPlot.Torque = 0,0
			ttqPlot.Horsepower,ttqPlot.Torque = 0,0
			stqPlot.Horsepower,stqPlot.Torque = 0,0
		end
		if _Tune.Engine then
			nhp,ntq = GetNCurve((rpm+1)*100,gear-2)
			if _TCount~=0 then
				thp,ttq = GetTCurve((rpm+1)*100,gear-2)
			else
				thp,ttq = 0,0
			end
			if _SCount~=0 then
				shp,stq = GetSCurve((rpm+1)*100,gear-2)
			else
				shp,stq = 0,0
			end
		else
			nhp,ntq = 0,0
			thp,ttq = 0,0
			shp,stq = 0,0
		end
		if _Tune.Electric then
			ehp,etq = GetECurve((rpm+1)*100,gear-2)
		else
			ehp,etq = 0,0
		end
		ntqPlot.HpSlope,ntqPlot.TqSlope = (nhp-ntqPlot.Horsepower),(ntq-ntqPlot.Torque)
		etqPlot.HpSlope,etqPlot.TqSlope = (ehp-etqPlot.Horsepower),(etq-etqPlot.Torque)
		ttqPlot.HpSlope,ttqPlot.TqSlope = (thp-ttqPlot.Horsepower),(ttq-ttqPlot.Torque)
		stqPlot.HpSlope,stqPlot.TqSlope = (shp-stqPlot.Horsepower),(stq-stqPlot.Torque)
		nhpPlot[rpm] = ntqPlot
		ehpPlot[rpm] = etqPlot
		thpPlot[rpm] = ttqPlot
		shpPlot[rpm] = stqPlot
	end
	table.insert(NCache,nhpPlot)
	table.insert(ECache,ehpPlot)
	table.insert(TCache,thpPlot)
	table.insert(SCache,shpPlot)
end


Prompt: --------------------[ SPRINTING FUNCTIONS ]-------------------------------------------

Response:
function MonitorStamina()
	while Run_Key_Pressed do
		if (not Aimed) and (not Aiming) then
			break
		end
		RS:wait()
	end
	while Run_Key_Pressed and (not Aiming) and (not Aimed) and (not Knifing) and (not ThrowingGrenade) do
		local Forward = (Keys["w"] or Keys[string.char(17)])
		local Backward = (Keys["s"] or Keys[string.char(18)])
		if (Forward and (not Backward))
		and Walking and (Stamina > 0) then
			if Stance == 1 or Stance == 2 then Stand() end
			local NewStamina = Stamina - 1
			Stamina = (NewStamina < 0 and 0 or NewStamina)
			Running = true
		elseif (not (Forward and (not Backward)))
		or (not Walking) or (Stamina == 0) then
			break
		end
		RS:wait()
	end
	Running = false
	RechargeStamina()
end

function RechargeStamina()
	ChargingStamina = true
	while ((not Run_Key_Pressed) or (Stamina < MaxStamina)) and (not Running) do
		if Stamina < MaxStamina then
			local NewStamina = Stamina + (S.SprintTime / S.StaminaCoolTime)
			Stamina = (NewStamina > MaxStamina and MaxStamina or NewStamina)
		elseif Stamina >= MaxStamina then
			break
		end
		RS:wait()
	end
	ChargingStamina = false
end


Prompt:
--[[script.Parent.OnServerEvent:Connect(function(plr)
	local char = plr.Character
	local Effect = game.ReplicatedStorage.FlameSkill.SkillV
	local Weld = Instance.new("Weld")
    Weld.Parent = char.Head
	Weld.Part0 = char.HumanoidRootPart
    local FX = Effect:Clone()
    FX.Parent = char.Head
	Weld.Part1 = char.Head.SkillV
	Weld.C1 = CFrame.new (0, -30, 0)
end)]]

Response:
script.Parent.OnServerEvent:Connect(function(plr)
	local char = plr.Character
	local Effect = game.ReplicatedStorage.FlameSkill.SkillV
	local FX = Effect:Clone()
	local energy = plr.Hamon
	--local FX = game.ReplicatedStorage.FlameSkill.SkillV:Clone()
	FX.Parent = char.Head
	FX.CFrame = char.HumanoidRootPart.CFrame + Vector3.new(0, 60, 0)
	FX.Anchored = true
	local Effect2 = game.ReplicatedStorage.FlameSkill.FlameV
	local FX2 = Effect2:Clone()
	if char.Humanoid.FloorMaterial == "Plastic" then
		FX2.Transparency = 0
	end
	FX2.Parent = char.Head
	FX2.CFrame = char.HumanoidRootPart.CFrame + Vector3.new(0, -10, 0)
	FX2.Anchored = true
	--FX2.Script.Disabled = false

	energy.Value = energy.Value + 100
	--FX.Script.Disabled = false
end)


Prompt: --//Weight//--

Response:
VehicleWeight = 1300 --{Weight of vehicle in KG}
WeightDistribution = 40 --{To the rear}


Prompt: -- Note: The active transparency controller could be made to listen for this event itself.

Response:
function CameraModule:OnCameraSubjectChanged()
	if self.activeTransparencyController then
		self.activeTransparencyController:SetSubject(game.Workspace.CurrentCamera.CameraSubject)
	end

	if self.activeOcclusionModule then
		self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject)
	end
end

function CameraModule:OnCameraTypeChanged(newCameraType)
	if newCameraType == Enum.CameraType.Scriptable then
		if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
			UserInputService.MouseBehavior = Enum.MouseBehavior.Default
		end
	end

	-- Forward the change to ActivateCameraController to handle
	self:ActivateCameraController(nil, newCameraType)
end


Prompt: --Numbers

Response:
local Num1 = script.Parent.Code1Fake.CodeSet.Value
local Num2 = script.Parent.Code2Fake.CodeSet.Value
local Num3 = script.Parent.Code3Fake.CodeSet.Value
local FNum1 = script.Parent.Code1Fake.MainCode.NumberGUI.TextLabel
local FNum2 = script.Parent.Code2Fake.MainCode.NumberGUI.TextLabel
local FNum3 = script.Parent.Code3Fake.MainCode.NumberGUI.TextLabel
local Code = script.Parent.Code
local EnteredCode = script.Parent.EnteredCode
local Ready = script.Parent.Ready
Num1 = math.random(1,4)
Num2 = math.random(1,4)
Num3 = math.random(1,4)
if Num1 == 1 then
	FNum1.Text = "I"
elseif Num1 == 2 then
	FNum1.Text = "II"
elseif Num1 == 3 then
	FNum1.Text = "III"
elseif Num1 == 4 then
	FNum1.Text = "IV"
end
if Num2 == 1 then
	FNum2.Text = "I"
elseif Num2 == 2 then
	FNum2.Text = "II"
elseif Num2 == 3 then
	FNum2.Text = "III"
elseif Num2 == 4 then
	FNum2.Text = "IV"
end
if Num3 == 1 then
	FNum3.Text = "I"
elseif Num3 == 2 then
	FNum3.Text = "II"
elseif Num3 == 3 then
	FNum3.Text = "III"
elseif Num3 == 4 then
	FNum3.Text = "IV"
end
Code.Value = tostring(Num1)..""..tostring(Num2)..""..tostring(Num3)
Ready = true


Prompt: --- Skill

Response:
repeat wait() until game.Players.LocalPlayer.Character

local plr = game.Players.LocalPlayer
local char = plr.Character
local hum = char:WaitForChild("Humanoid")
local Torso = char:WaitForChild("LowerTorso")
local Mouse = plr:GetMouse()
local toggle = false
local Debounce = true
Mouse.KeyDown:Connect(function(key)
    if key == "f" and Tool.Equip.Value == true and Tool.Active.Value == "None" or Tool.Active.Value == "SunaFlight" then
        if toggle == false and Debounce == true then
            toggle = true
            local Anim = Instance.new("Animation")
            Anim.AnimationId = "rbxassetid://4865646330"
            local PlayAnim = hum:LoadAnimation(Anim)
            PlayAnim:Play()
            Debounce = false
            Tool.Active.Value = "SunaFlight"
		    script.Fire:FireServer(plr)
            local BV = Instance.new("BodyVelocity",Torso)
            BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
            while toggle == true do
                wait()
            plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Vector3.new(Mouse.Hit.p.x,plr.Character.HumanoidRootPart.Position.y,Mouse.Hit.p.z))
            BV.Velocity = Mouse.Hit.lookVector * 110
            end
        end
        if toggle == true and Debounce == false then
            toggle = false
            Tool.Active.Value = "None"
            script.UnFire:FireServer(plr)
            Torso:FindFirstChildOfClass("BodyVelocity"):Destroy()
            local tracks = hum:GetPlayingAnimationTracks()
            for i, stoptracks in pairs(tracks) do
            stoptracks:Stop()
            end
            local Anim = Instance.new("Animation")
            Anim.AnimationId = "http://www.roblox.com/asset/?id=507767968"
            local PlayAnim = hum:LoadAnimation(Anim)
            PlayAnim:Play()
            wait(3.5)
            Debounce = true
        end
    end
end)


Prompt: -- Function to bind to reload event

Response:
local function reload(player)
	if not reloading and currentAmmo < clipSize and tool.Equipped then
		tool.Handle.ReloadSound:Play()
		reloading = true
		canFire = false
		if infiniteAmmo then -- dealing with infinite ammo
			shotEvent:FireClient(player, "--", clipSize)
			wait(reloadTime)
			currentAmmo = clipSize
			shotEvent:FireClient(player, currentAmmo, clipSize)
		elseif consolidateAmmo then -- dealing with limited ammo that saves what's in your current clip
			remainingAmmo = currentAmmo
			shotEvent:FireClient(player, "--", ammoLeft)
			wait(reloadTime)
			currentAmmo = math.min(clipSize, (ammoLeft + remainingAmmo))
			ammoLeft = (ammoLeft + remainingAmmo) - math.min(clipSize, (ammoLeft + remainingAmmo))
			shotEvent:FireClient(player, currentAmmo, ammoLeft)
		else -- dealing with limited ammo where you throw away any ammo remaining in your clip when you reload
			shotEvent:FireClient(player, "--", ammoLeft)
			wait(reloadTime)
			currentAmmo = math.min(clipSize, ammoLeft)
			ammoLeft = ammoLeft - math.min(clipSize, ammoLeft)
			shotEvent:FireClient(player, currentAmmo, ammoLeft)
		end
		canFire = true
		reloading = false
	end
end


Prompt: -- padding between each entry

Response:
local ENTRY_MARGIN = 1

local Input = game:GetService("UserInputService")
local HoldingCtrl = false
local HoldingShift = false


Prompt: --SKP_7:SetStateEnabled(Enum.HumanoidStateType.Dead, false)

Response:
SKP_7.HealthChanged:Connect(function(Health)

	if Health < SKP_20 and Health < SKP_7.MaxHealth/2  then

		local Hurt = ((Health/SKP_20) - 1) * -1

		local SKP_22 = script.FX.Blur:clone()
		SKP_22.Parent = game.Workspace.CurrentCamera

		local SKP_23 = script.FX.ColorCorrection:clone()
		SKP_23.Parent = game.Workspace.CurrentCamera

		SKP_22.Size 		= ((Health/SKP_7.MaxHealth/2) - 1) * -35
		SKP_23.TintColor 	= Color3.new(1,((Health/2) /SKP_20),((Health/2)/SKP_20))

		SKP_10:Create(SKP_22,TweenInfo.new(3 * Hurt,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{Size = 0}):Play()
		SKP_10:Create(SKP_23,TweenInfo.new(3 * Hurt,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{TintColor = Color3.new(1,1,1)}):Play()

		SKP_11:AddItem(SKP_22, 3 * Hurt)
		SKP_11:AddItem(SKP_23, 3 * Hurt)
	end

	SKP_20 = Health
end)

local SKP_24 = false

SKP_18.Changed:Connect(function(Valor)

end)

SKP_17.Changed:Connect(function(Valor)
	if Valor >= SKP_17.MaxValue/2 then
		SKP_12.Saturation = math.max(-1,(Valor - (SKP_17.MaxValue/2)) / (SKP_17.MaxValue/2)-1)
	end
end)

SKP_HC.Changed:Connect(function(Valor)
	if Valor >= 3 then
		SKP_4.Render:FireServer(true,"N/A")
	end
end)

SKP_15:GetAttributeChangedSignal("Collapsed"):Connect(function()
	local Valor = SKP_15:GetAttribute("Collapsed")
	if Valor == true then
		SKP_13.Brightness = -10
	else
		SKP_13.Brightness = 0
	end
end)

SKP_7.Died:Connect(function()

	Morto = true

	SKP_7.AutoRotate = false

	SKP_13.TintColor = Color3.new(1,1,1)

	--SKP_13.Brightness = 0

	SKP_12.Saturation = 0

	SKP_12.Contrast = 0

	SKP_14.Size = 0

	SKP_12.Saturation = 0

	SKP_12.Contrast = 0

	SKP_15.Variaveis.Dor.Value = 0

	for _,Child in pairs(SKP_2.Character:GetChildren()) do
		if Child:IsA("MeshPart") or Child:IsA("Part") then
			Child.LocalTransparencyModifier = 0
		end
	end

	if SKP_19 == true then
		Tween = SKP_10:Create(SKP_13,TweenInfo.new(game.Players.RespawnTime/1.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Brightness = 0, Contrast = 0,TintColor = Color3.new(0,0,0)}):Play()
	end
end)

local SKP_25 = script.Parent.Parent.Humanoid
local SKP_26 = game.ReplicatedStorage.ACS_Engine.Events.MedSys.Collapse

function onChanged()
	if (SKP_17.Value <= 3500) or (SKP_18.Value >= 200) or SKP_15:GetAttribute("Collapsed") then
		SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false)
		SKP_25:UnequipTools()
		SKP_26:FireServer()
	elseif (SKP_17.Value > 3500) and (SKP_18.Value < 200) and not SKP_15:GetAttribute("Collapsed") then -- YAY A MEDIC ARRIVED! =D
		SKP_26:FireServer()
		if not SKP_15:GetAttribute("Surrender") then
			SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true)
		end
	end
end

onChanged()

SKP_17.Changed:Connect(onChanged)
SKP_18.Changed:Connect(onChanged)

SKP_15:GetAttributeChangedSignal("Surrender"):Connect(function()
	local Valor = SKP_15:GetAttribute("Surrender")
	if Valor == true then
		SKP_25:UnequipTools()
		SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false)
	else
		SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true)
	end
end)

local RS = game:GetService("RunService")
RS.RenderStepped:connect(function(Update)
	if Morto and SKP_2.Character and  SKP_2.Character:FindFirstChild("Head") ~= nil then
		game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
		game.Workspace.CurrentCamera.CFrame =  SKP_2.Character.Head.CFrame
	end
end)

while true do
	SKP_10:Create(SKP_14,TweenInfo.new(2.5,Enum.EasingStyle.Elastic,Enum.EasingDirection.Out,0,false,2.5),{Size = (SKP_15.Variaveis.Dor.Value/200) * 25}):Play()
	wait(5)
	SKP_10:Create(SKP_14,TweenInfo.new(1,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{Size = 0}):Play()
	wait(2.5)
end