Prompt: --Main function

Response:
local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)

	local AnimObj

	local function Start()
		AnimObj = {}
		AnimObj["LastUpdate"] = tick()

		AnimObj["Parts"] = {}

		for i = 1, 3 do
			local np = EFFECT_LIB.NewInvisiblePart()

			local particlez = script.Energy:Clone()
			particlez.Parent = np
			particlez.Enabled = true

			AnimObj["Parts"][i] = np

			np.Parent = eff_cont
		end
	end

	local function Update()
		local loop = EFFECT_LIB.Loop(6)

		for i = 1, #AnimObj["Parts"] do
			AnimObj["Parts"][i].CFrame = source_part.CFrame * CFrame.Angles(0, math.rad(-loop * 360 + (360 / #AnimObj["Parts"] * (i - 1))), 0) * CFrame.new(0, -3, -3.2) --* CFrame.Angles(0, math.rad(90), 0) --* CFrame.Angles(math.rad(loop2 * -360 + (i * 180)), 0, 0)
		end
	end

	local function Stop()
		eff_cont:ClearAllChildren()
		AnimObj = nil
	end

	return {Start = Start, Update = Update, Stop = Stop}
end

return AttachAuraControl


Prompt: -- services

Response:
local ReplicatedStorage		= game:GetService("ReplicatedStorage")
local ServerScriptService	= game:GetService("ServerScriptService")
local RunService			= game:GetService("RunService")
local Workspace				= game:GetService("Workspace")
local Players				= game:GetService("Players")


Prompt: --[[Drivetrain]]

Response:
	Tune.Config			= "AWD"		-- "FWD" , "RWD" , "AWD"
	Tune.TorqueVector	= .4		-- AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range.

	-- Differential Settings
	Tune.DifferentialType = 'New'	-- New: Fairly precise and accurate settings based on a real differential
									-- Old: Same differential as previous iterations of AC6

	-- Old Options
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 80		-- 1 - 100%
	Tune.RDiffLockThres	= 20		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]

	-- New Options (LuaInt)
	Tune.FDiffPower		= 30		-- 0 - 100				Higher values yield more wheel lock-up under throttle, more stability (Front wheels if driven only)
	Tune.FDiffCoast		= 10		-- 0 - 100				Higher values yield more wheel lock-up when off throttle, more stability (Front wheels if driven only)
	Tune.FDiffPreload	= 10		-- 0 - 100				Higher values will make the wheels generally lock up faster in any environment (Front wheels if driven only)
	Tune.RDiffPower		= 40		-- 0 - 100				(Rear wheels if driven only)
	Tune.RDiffCoast		= 20		-- 0 - 100				(Rear wheels if driven only)
	Tune.RDiffPreload	= 20		-- 0 - 100				(Rear wheels if driven only)

	-- Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 20		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 20		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 10		-- Minimum amount of torque at max reduction (in percent)


Prompt:
-- DRIVE LOOP
----------------------------------------

Response:
while true do

	-- Valores de entrada retirados do VehicleSeat
	local steerFloat = vehicleSeat.SteerFloat  -- Direção para frente e para trás, entre -1 e 1
	local throttle = vehicleSeat.ThrottleFloat  -- Direção esquerda e direita, entre -1 e 1

	-- Converte "steerFloat" em um ângulo para os servos HingeConstraint
	local turnAngle = steerFloat * MAX_TURN_ANGLE
	wheelHingeR.TargetAngle = turnAngle
	wheelHingeL.TargetAngle = turnAngle

	-- Aplique torque aos motores CylindricalConstraint dependendo da entrada do acelerador e da velocidade atual do carro
	local currentVel = getAverageVelocity()
	local targetVel = 0
	local motorTorque = 0

	-- Em marcha lenta
	if math.abs(throttle) < 0.1 then
		motorTorque = 100

	-- Accelerating
	elseif math.abs(throttle * currentVel) > 0 then
		-- Reduzir o torque com a velocidade (se o torque fosse constante, haveria um solavanco atingindo a velocidade alvo)
		-- Isso também produz uma redução na velocidade ao girar
		local r = math.abs(currentVel) / MAX_SPEED
		-- O torque deve ser mais sensível à entrada em baixa aceleração do que alta, portanto, esquadre o valor de "acelerador"
		motorTorque = math.exp( - 3 * r * r ) * TORQUE * throttle * throttle
		targetVel = math.sign(throttle) * 10000  -- Número grande arbitrário

		-- Frenagem
	else
		motorTorque = BRAKING_TORQUE * throttle * throttle
	end

	-- Use funções auxiliares para aplicar torque e velocidade alvo a todos os motores
	setMotorTorque(motorTorque)
	setMotorVelocity(targetVel)
	wait()
end


Prompt:
--[=[
	@param keyCodeOne Enum.KeyCode
	@param keyCodeTwo Enum.KeyCode
	@return areKeysDown: boolean

	Returns `true` if both keys are down. Useful for key combinations.

	```lua
	local shiftA = keyboard:AreKeysDown(Enum.KeyCode.LeftShift, Enum.KeyCode.A)
	if shiftA then ... end
	```
]=]

Response:
function Keyboard:AreKeysDown(keyCodeOne, keyCodeTwo)
	return self:IsKeyDown(keyCodeOne) and self:IsKeyDown(keyCodeTwo)
end

function Keyboard:_setup()

	self._trove:Connect(UserInputService.InputBegan, function(input, processed)
		if processed then return end
		if input.UserInputType == Enum.UserInputType.Keyboard then
			self.KeyDown:Fire(input.KeyCode)
		end
	end)

	self._trove:Connect(UserInputService.InputEnded, function(input, processed)
		if processed then return end
		if input.UserInputType == Enum.UserInputType.Keyboard then
			self.KeyUp:Fire(input.KeyCode)
		end
	end)

end


Prompt:
--[[
	Reference renderer intended for use in tests as well as for documenting the
	minimum required interface for a Roact renderer.
]]

Response:
local NoopRenderer = {}

function NoopRenderer.isHostObject(target)
	-- Attempting to use NoopRenderer to target a Roblox instance is almost
	-- certainly a mistake.
	return target == nil
end

function NoopRenderer.mountHostNode(reconciler, node)
end

function NoopRenderer.unmountHostNode(reconciler, node)
end

function NoopRenderer.updateHostNode(reconciler, node, newElement)
	return node
end

return NoopRenderer


Prompt:
--[[
	Called when the goal state changes value; this will initiate a new tween.
	Returns false as the current value doesn't change right away.
]]

Response:
function class:update()
	self._prevValue = self._currentValue
	self._nextValue = self._goalState:get(false)

	self._currentTweenStartTime = os.clock()
	self._currentTweenInfo = self._tweenInfo

	local tweenDuration = self._tweenInfo.DelayTime + self._tweenInfo.Time
	if self._tweenInfo.Reverses then
		tweenDuration += self._tweenInfo.Time
	end
	tweenDuration *= self._tweenInfo.RepeatCount
	self._currentTweenDuration = tweenDuration

	-- start animating this tween
	TweenScheduler.add(self)
	return false
end

function class:setCurrentValue(Value)
	self._goalState:set(Value)
end

if ENABLE_PARAM_SETTERS then

	--[[
		Specifies a new TweenInfo to use when the goal state changes in the future.
	]]
	function class:setTweenInfo(newTweenInfo: TweenInfo)
		self._tweenInfo = newTweenInfo
	end

end

local function Tween(goalState: Types.State<Types.Animatable>, tweenInfo: TweenInfo?)
	local currentValue = goalState:get(false)

	local self = setmetatable({
		type = "State",
		kind = "Tween",
		dependencySet = {[goalState] = true},
		-- 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({}, WEAK_KEYS_METATABLE),
		_goalState = goalState,
		_tweenInfo = tweenInfo or TweenInfo.new(),

		_prevValue = currentValue,
		_nextValue = currentValue,
		_currentValue = currentValue,

		-- store current tween into separately from 'real' tween into, so it
		-- isn't affected by :setTweenInfo() until next change
		_currentTweenInfo = tweenInfo,
		_currentTweenDuration = 0,
		_currentTweenStartTime = 0
	}, CLASS_METATABLE)

	initDependency(self)
	-- add this object to the goal state's dependent set
	goalState.dependentSet[self] = true

	return self
end

return Tween


Prompt: -- @outline // RUNNERS

Response:
function Camera.ClientUpdate(dt : number)
	if not Camera.Enabled then return end

	Cam.CameraType = Enum.CameraType.Scriptable
	Cam.CFrame = Camera:GetCFrame(dt)
end

return Camera


Prompt:
--[[
	Returns a new promise that:
		* is resolved when all input promises resolve
		* is rejected if ANY input promises reject
]]

Response:
function Promise.all(...)
	local promises = {...}

	-- check if we've been given a list of promises, not just a variable number of promises
	if type(promises[1]) == "table" and promises[1]._type ~= "Promise" then
		-- we've been given a table of promises already
		promises = promises[1]
	end

	return Promise.new(function(resolve, reject)
		local isResolved = false
		local results = {}
		local totalCompleted = 0
		local function promiseCompleted(index, result)
			if isResolved then
				return
			end

			results[index] = result
			totalCompleted = totalCompleted + 1

			if totalCompleted == #promises then
				resolve(results)
				isResolved = true
			end
		end

		if #promises == 0 then
			resolve(results)
			isResolved = true
			return
		end

		for index, promise in ipairs(promises) do
			-- if a promise isn't resolved yet, add listeners for when it does
			if promise._status == Promise.Status.Started then
				promise:andThen(function(result)
					promiseCompleted(index, result)
				end):catch(function(reason)
					isResolved = true
					reject(reason)
				end)

			-- if a promise is already resolved, move on
			elseif promise._status == Promise.Status.Resolved then
				promiseCompleted(index, unpack(promise._value))

			-- if a promise is rejected, reject the whole chain
			else --if promise._status == Promise.Status.Rejected then
				isResolved = true
				reject(unpack(promise._value))
			end
		end
	end)
end


Prompt:
--How to do:
--Put BassParts in body
--And this script in DriverSeat
--Please make sure to have the songMod installed!

Response:
if script.Parent:IsA("VehicleSeat") then
	script.Parent.ChildAdded:connect(function(child)
		if child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
			local p= game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			local g= script.SendRgb:Clone()
			g.Parent=p.PlayerGui
			g.src.Value = script.RgbEvent
			g.Disabled = false
		end
	end)
	script.Parent.ChildRemoved:Connect(function(child)
		if child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent).PlayerGui.SendRgb:Destroy()
		end
	end)
end

script.RgbEvent.OnServerEvent:Connect(function(plr)
	local body = script.Parent.Parent.Body
	if body:FindFirstChild("LightPart") then
		local lightPart = body:FindFirstChild("LightPart")
		if lightPart.PointLight.Enabled == false then
			lightPart.PointLight.Enabled = true
		else
			lightPart.PointLight.Enabled = false
		end
	end
end)


Prompt: -- ProductId 1218011973 for 500 Cash

Response:
developerProductFunctions[Config.DeveloperProductIds["500 Cash"]] = function(receipt, player)
	-- Logic/code for player buying 500 Cash (may vary)
	local leaderstats = player:FindFirstChild("leaderstats")
	local cash = leaderstats and leaderstats:FindFirstChild("Cash")
	if cash then
		if Utilities:OwnsGamepass(player, gamepassID) then
			cash.Value += 1000
		else
			cash.Value += 500
		end
		return true
	end
end


Prompt:
--[[**
	Gets the player's role in the given group.
	@param [Instance<Player>] Player The player you are checking for. Can also be their UserID.
	@param [Integer] GroupID The ID of the group you are checking role in.
	@returns [String] The player's role.
**--]]

Response:
function GroupService:GetRoleInGroupAsync(Player, GroupID)
	for _, Group in ipairs(GroupService:GetGroupsAsync(Player)) do
		if Group.Id == GroupID then
			return Group.Role
		end
	end

	return DEFAULT_ROLE
end


Prompt: --// Probabilities

Response:
	JamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween
	TracerChance = 100; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween


Prompt: --Stop disliking it put it in starterplayerscripts

Response: script.Parent:WaitForChild("PlayerModule"):WaitForChild("CameraModule"):WaitForChild("MouseLockController"):WaitForChild("BoundKeys").Value = "LeftControl"


Prompt: -- Roact

Response:
local Roact = require(Vendor:WaitForChild 'Roact')
local new = Roact.createElement


Prompt:
----------------------------------------------------------------------
--
-- HERE BE DRAGONS!
--
-- You can hack together your own scripts using the objects
-- in here, but this is all highly experimental and *WILL BREAK*
-- in a future release. If that bothers you, look away...
--
-- T
--
-----------------------------------------------------------------------

Response:
local Board = script.Parent
local Controller
local Gyro
local CoastingAnim
local KickAnim
local LeftAnim
local RightAnim
local OllieAnim

local OllieHack = script.Parent:FindFirstChild("OllieThrust")
if (OllieHack == nil) then
	OllieHack = Instance.new("BodyThrust")
	OllieHack.Name = "OllieThrust"
	OllieHack.force = Vector3.new(0,0,0)
	OllieHack.location = Vector3.new(0,0,-2)
	OllieHack.Parent = Board
end

local lastaction = nil
local lasttime = nil
local jumpok = true

function didAction(action)
	lastaction = action
	lasttime = time()
end

function onAxisChanged(axis)
	Board.Steer = Controller.Steer
	Board.Throttle = Controller.Throttle

	if (Board.Steer == -1) then
		print("Left")
		--CoastingAnim:Stop(1)
		KickAnim:Stop()
		OllieAnim:Stop()
		RightAnim:Stop(.5)
		LeftAnim:Play(.5)
		didAction("left")
	end

	if (Board.Steer == 1) then
		print("Right")
		KickAnim:Stop()
		--CoastingAnim:Stop(1)
		LeftAnim:Stop(.5)
		OllieAnim:Stop()
		RightAnim:Play(.5)
		didAction("right")
	end

	if (Board.Steer == 0) then
		print("Straight")

		KickAnim:Stop()
		LeftAnim:Stop(.5)
		OllieAnim:Stop()
		RightAnim:Stop(.5)

		if (lastaction == "go" and time() - lasttime < .1) then

		end
		didAction("go")
		--CoastingAnim:Play(1)

	end
end

function enterAirState()
	-- gyrate towards vertical position for better landing
	Gyro.maxTorque = Vector3.new(100, 0, 100)
	jumpok = false
end

function exitAirState()
	-- turn off gyro
	Gyro.maxTorque = Vector3.new(0,0,0)
	jumpok = true
end

function enterPushingState()
	KickAnim:Play()
end

function onMoveStateChanged(newState, oldState)
	print(oldState)
	print(newState)
	-- do state exits here
	if oldState == Enum.MoveState.AirFree then exitAirState() end

	-- do state transitions here

	-- do state entries here
	if newState == Enum.MoveState.AirFree then enterAirState() end
	if newState == Enum.MoveState.Pushing then enterPushingState() end
end


Prompt: --this is a little bad, but shouldn't really be part of the 'class' of the gun

Response:
local Intangibles = {shock=1, bolt=1, bullet=1, plasma=1, effect=1, laser=1, handle=1, effects=1, flash=1,}
function CheckIntangible(hitObj)
	print(hitObj.Name)
	return Intangibles[(string.lower(hitObj.Name))] or hitObj.Transparency == 1
end

function CastRay(startpos, vec, length, ignore, delayifhit)
	if length > 999 then
		length = 999
	end
	hit, endpos2 = game.Workspace:FindPartOnRay(Ray.new(startpos, vec * length), ignore)
	if hit ~= nil then
		if CheckIntangible(hit) then
			if delayifhit then
				wait()
			end
			hit, endpos2 = CastRay(endpos2 + (vec * .01), vec, length - ((startpos - endpos2).magnitude), ignore, delayifhit)
		end
	end
	return hit, endpos2
end

function DrawBeam(beamstart, beamend, clr, fadedelay, templatePart)
	local dis = 2 --(beamstart - beamend).magnitude
	local tlaser=templatePart:Clone()
	tlaser.BrickColor = clr
	tlaser.Size = Vector3.new(.1, .1, dis + .2)
	tlaser.CFrame = CFrame.new((beamend+beamstart)/2, beamstart) * CFrame.new(0, 0, - dis/2)
	tlaser.Parent = game.Workspace
	game.Debris:AddItem(tlaser, fadedelay)
end


Prompt: --[[ Public API ]]

Response:
--
function MasterControl:Init()
	RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, updateMovement)
end

function MasterControl:Enable()
	areControlsEnabled = true
	isJumpEnabled = true

	if self.ControlState.Current then
		self.ControlState.Current:Enable()
	end
end

function MasterControl:Disable()

	if self.ControlState.Current then
		self.ControlState.Current:Disable()
	end

	--After current control state is disabled, moveValue has been set to zero,
	--Call updateMovement one last time to make sure this propagates to the engine -
	--Otherwise if disabled while humanoid is moving, humanoid won't stop moving.
	updateMovement()

	isJumping = false
	areControlsEnabled = false
end

function MasterControl:EnableJump()
	isJumpEnabled = true
	if areControlsEnabled and self.ControlState:IsTouchJumpModuleUsed() then
		self.TouchJumpModule:Enable()
	end
end

function MasterControl:DisableJump()
	isJumpEnabled = false
	if self.ControlState:IsTouchJumpModuleUsed() then
		self.TouchJumpModule:Disable()
	end
end

function MasterControl:AddToPlayerMovement(playerMoveVector)
	moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z)
end

function MasterControl:GetMoveVector()
	return moveValue
end

function MasterControl:SetIsJumping(jumping)
	if not isJumpEnabled then return end
	isJumping = jumping
	local humanoid = self:GetHumanoid()
	if humanoid and not humanoid.PlatformStand then
		humanoid.Jump = isJumping
	end
end

function MasterControl:DoJump()
	if not isJumpEnabled then return end
	local humanoid = self:GetHumanoid()
	if humanoid then
		humanoid.Jump = true
	end
end

function MasterControl:GetClickToMoveFailStateChanged()
	return clickToMoveFailStateChanged
end

return MasterControl


Prompt:
--This script creates a leaderstat and saves it with the DataStoreService.
--Put this inside of the ServerScriptService.

Response:
local stat = "Equipped" --Change to your stat name
local startamount = "Light" --Change to how much points the player will start out with

local DataStore = game:GetService("DataStoreService")
local ds = DataStore:GetDataStore("LeaderStatSave")


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

Response:
BaseShot = Instance.new('Part')
BaseShot.Name = 'Effect'
BaseShot.FormFactor = Enum.FormFactor.Custom
BaseShot.Size = Vector3.new(0.2, 0.2, 3)
BaseShot.CanCollide = false
BaseShot.BrickColor = BrickColor.new('Lime green')
SelectionBoxify(BaseShot)
Light(BaseShot)
HitFadeSound:Clone().Parent = BaseShot

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


Prompt: --Wait until at least the first Heartbeat so we can ensure any other ClientWeaponsScript instances have time to get started as well.

Response: RunService.Heartbeat:Wait()


Prompt:
--[=[
	@within TableUtil
	@function Find
	@param tbl table
	@param callback (value: any, index: any, tbl: table) -> boolean
	@return (value: any?, key: any?)

	Performs a linear scan across the table and calls `callback` on
	each item in the array. Returns the value and key of the first
	pair in which the callback returns `true`.

	```lua
	local t = {
		{Name = "Bob", Age = 20};
		{Name = "Jill", Age = 30};
		{Name = "Ann", Age = 25};
	}

	-- Find first person who has a name starting with J:
	local firstPersonWithJ = TableUtil.Find(t, function(person)
		return person.Name:sub(1, 1):lower() == "j"
	end)

	print(firstPersonWithJ) --> {Name = "Jill", Age = 30}
	```

	:::caution Dictionary Ordering
	While `Find` can also be used with dictionaries, dictionary ordering is never
	guaranteed, and thus the result could be different if there are more
	than one possible matches given the data and callback function.
]=]

Response:
local function Find<K, V>(tbl: { [K]: V }, callback: (V, K, { [K]: V }) -> boolean): (V?, K?)
	for k, v in tbl do
		if callback(v, k, tbl) then
			return v, k
		end
	end
	return nil, nil
end


Prompt: --// Setting things up

Response:
for ind,loc in pairs({
	_G = _G;
	game = game;
	spawn = spawn;
	script = script;
	getfenv = getfenv;
	setfenv = setfenv;
	workspace = workspace;
	getmetatable = getmetatable;
	setmetatable = setmetatable;
	loadstring = loadstring;
	coroutine = coroutine;
	rawequal = rawequal;
	typeof = typeof;
	print = print;
	math = math;
	warn = warn;
	error = error;
	assert = assert;
	pcall = pcall;
	xpcall = xpcall;
	select = select;
	rawset = rawset;
	rawget = rawget;
	ipairs = ipairs;
	pairs = pairs;
	next = next;
	Rect = Rect;
	Axes = Axes;
	os = os;
	time = time;
	Faces = Faces;
	unpack = unpack;
	string = string;
	Color3 = Color3;
	newproxy = newproxy;
	tostring = tostring;
	tonumber = tonumber;
	Instance = Instance;
	TweenInfo = TweenInfo;
	BrickColor = BrickColor;
	NumberRange = NumberRange;
	ColorSequence = ColorSequence;
	NumberSequence = NumberSequence;
	ColorSequenceKeypoint = ColorSequenceKeypoint;
	NumberSequenceKeypoint = NumberSequenceKeypoint;
	PhysicalProperties = PhysicalProperties;
	Region3int16 = Region3int16;
	Vector3int16 = Vector3int16;
	require = require;
	table = table;
	type = type;
	wait = wait;
	Enum = Enum;
	UDim = UDim;
	UDim2 = UDim2;
	Vector2 = Vector2;
	Vector3 = Vector3;
	Region3 = Region3;
	CFrame = CFrame;
	Ray = Ray;
	task = task;
	service = service
	}) do locals[ind] = loc end


Prompt: --Over complicated function for instantly switching targets upon kill

Response:
local targetDeathConnection = nil
local trackedTarget = nil
function trackDeath(newTarget)

	if trackedTarget ~= newTarget then

		if targetDeathConnection then
			targetDeathConnection:Disconnect()
			targetDeathConnection = nil
		end

		trackedTarget = newTarget

		targetDeathConnection = newTarget.Parent.Humanoid.Died:Connect(function()

			targetDeathConnection:Disconnect()
			targetDeathConnection = nil

			if combat.getMunition(munition) then
				target = core.findTarget()
				if target then
					trackDeath(target)
				end
			end
		end)
	end
end

core.spawn(function()
	while myHuman.Health > 0 do

		if combat.getMunition(munition) then
			if target then

				--If we have a target unless we haven't attacked in 5 seconds don't switch
				if tick() - lastAttack > 5  then
					target = core.findTarget()
				end
			else
				target = core.findTarget()
			end

			if target then
				--Instant target switching
				trackDeath(target)
			end
		else
			--Sets target to nil when no ammo to return home and restock
			target = nil
		end

		wait(1)
	end
end)

myHuman.Died:Connect(function()
	crash()

	if targetDeathConnection then
		targetDeathConnection:Disconnect()
		targetDeathConnection = nil
	end

	wait(mySettings.Respawn.Time.Value)
	if mySettings.Respawn.Value then
		clone.Parent = script.Parent.Parent
	end
	script.Parent:Destroy()
end)


Prompt: -- Create material variables

Response:
local floorMaterial
local material


Prompt: -- Listen for the parent part being touched

Response: part.Touched:Connect(onTouched)


Prompt:
--[[
local require = function(mod, ...)
	if mod and tonumber(mod) then
		warn("Requiring Module by ID; Expand for module URL > ", {URL = "https://www.roblox.com/library/".. moduleId})
	end

	return require(mod, ...)
end
--]]

Response:
function CloneTable(tab, recursive)
	local clone = table.clone(tab)

	if recursive then
		for i,v in pairs(clone) do
			if type(v) == "table" then
				clone[i] = CloneTable(v, recursive)
			end
		end
	end

	return clone
end

local function Pcall(func, ...)
	local pSuccess, pError = pcall(func, ...)
	if not pSuccess then
		warn(pError)
		logError(pError)
	end

	return pSuccess, pError
end

local function cPcall(func, ...)
	return Pcall(function(...)
		return coroutine.resume(coroutine.create(func), ...)
	end, ...)
end

local function Routine(func, ...)
	return coroutine.resume(coroutine.create(func), ...)
end

local function GetEnv(env, repl)
	local scriptEnv = setmetatable({}, {
		__index = function(tab, ind)
			return (locals[ind] or (env or origEnv)[ind])
		end;

		__metatable = unique;
	})
	if repl and type(repl) == "table" then
		for ind, val in pairs(repl) do
			scriptEnv[ind] = val
		end
	end
	return scriptEnv
end

local function GetVargTable()
	return {
		Server = server;
		Service = service;
	}
end

local function LoadModule(plugin, yield, envVars, noEnv, isCore)
	noEnv = false --// Seems to make loading take longer when true (?)
	local isFunc = type(plugin) == "function"
	local plugin = (isFunc and service.New("ModuleScript", {Name = "Non-Module Loaded"})) or plugin
	local plug = (isFunc and plugin) or require(plugin)

	if server.Modules and type(plugin) ~= "function" then
		table.insert(server.Modules,plugin)
	end

	if type(plug) == "function" then
		if isCore then
			local ran,err = service.TrackTask("CoreModule: ".. tostring(plugin), plug, GetVargTable(), GetEnv)
			if not ran then
				warn("Core Module encountered an error while loading:", plugin)
				warn(err)
			else
				return err;
			end
		elseif yield then
			--Pcall(setfenv(plug,GetEnv(getfenv(plug), envVars)))
			local ran,err = service.TrackTask("Plugin: ".. tostring(plugin), (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable())
			if not ran then
				warn("Module encountered an error while loading:", plugin)
				warn(err)
			else
				return err;
			end
		else
			--service.Threads.RunTask("PLUGIN: "..tostring(plugin),setfenv(plug,GetEnv(getfenv(plug), envVars)))
			local ran, err = service.TrackTask("Thread: Plugin: ".. tostring(plugin), (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable())
			if not ran then
				warn("Module encountered an error while loading:", plugin)
				warn(err)
			else
				return err;
			end
		end
	else
		server[plugin.Name] = plug
	end

	if server.Logs then
		server.Logs.AddLog(server.Logs.Script,{
			Text = "Loaded "..tostring(plugin).." Module";
			Desc = "Adonis loaded a core module or plugin";
		})
	end
end;


Prompt: -- Event Binding

Response:
TimeObject.Changed:connect(OnTimeChanged)
DisplayTimerInfo.OnClientEvent:connect(OnDisplayTimerInfo)

return TimerManager


Prompt:
--[[
	HOC that wraps a component that can be hot swapped with a GUI instance.

	Parameters:
	- guiName (string): name of GUI that is stored in the `CustomGui` folder

	Returns:
	- Function that injects the custom GUI instance into the wrapped component as a prop
]]

Response:
local function withCustomGui(guiName)
	return function(Component)
		local CustomGui = Roact.Component:extend("CustomGui")

		function CustomGui:init()
			self.StarterGui = self.props.StarterGui or StarterGui

			-- Find the custom GUI folder and clone the instance
			local instance = self.StarterGui:FindFirstChild(guiName, true)

			-- No custom GUI defined
			if not instance then
				return
			end

			-- Invalid class of GUI defined
			if not instance:IsA("Frame") then
				warn(
					string.format(
						"[FriendsLocator] Custom GUI provided expected to be Frame, got %s instead",
						instance.ClassName
					)
				)
				return
			end

			-- Clone GUI
			self.instance = instance:Clone()
		end

		function CustomGui:render()
			return Roact.createElement(
				Component,
				Cryo.Dictionary.join(self.props, {
					customGui = self.instance,
				})
			)
		end

		function CustomGui:willUnmount()
			if self.instance then
				self.instance:Destroy()
				self.instance = nil
			end
		end

		return CustomGui
	end
end

return withCustomGui


Prompt: -- Modules

Response: local NotificationModule = require(script.NotificationModule)


Response:
script.Parent.OnServerEvent:Connect(function(p)
	local Character = p.Character
	local Humanoid = Character.Humanoid
	local RootPart = Character.HumanoidRootPart
	local Slash = RS.Effects.Part3:Clone()
	script.Attack:Play()
	Humanoid.WalkSpeed = 16
	Slash.Parent = FX
	Slash.CFrame = RootPart.CFrame * CFrame.new(0,0,-3)
	local BV = Instance.new("BodyVelocity",Slash)
	BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
	BV.Velocity = p.Character.HumanoidRootPart.CFrame.LookVector * 60
	Slash.Touched:Connect(function(hit)
		if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= p.Name then
			hit.Parent.Humanoid:TakeDamage(Damage)
			local HitEffect = Effects.Hit3.Attachment:Clone()
			local RootPart2 = hit.Parent.HumanoidRootPart
			HitEffect.Parent = RootPart2
			for _,Particles in pairs(HitEffect:GetDescendants()) do
				if Particles:IsA("ParticleEmitter") then
					Particles:Emit(Particles:GetAttribute("EmitCount"))
				end
			end
			HitEffect.Hit:Play()
			local vel = Instance.new("BodyVelocity", RootPart2)
			vel.MaxForce = Vector3.new(1,1,1) * 1000000;
			vel.Parent = RootPart2
			vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0
			vel.Name  =  "SmallMoveVel"
			game.Debris:AddItem(vel,1)
			Slash:Destroy()
	end
	wait(1)
	Slash.Anchored = true
	for _,Particles in pairs(Slash.Part.Parent:GetDescendants()) do
		if Particles:IsA("ParticleEmitter") then
			Particles.Enabled = false
		end
		end
		Slash.PointLight.Enabled = false
end)
end)


Prompt: --[[Brakes]]

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

	Tune.FBrakeForce	= 2500		-- Front brake force
	Tune.RBrakeForce	= 200		-- Rear brake force
	Tune.PBrakeForce	= 5000		-- 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: -- Represents a FastCastBehavior :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/fcbehavior/

Response:
export type FastCastBehavior = {
	RaycastParams: RaycastParams?,
	MaxDistance: number,
	Acceleration: Vector3,
	HighFidelityBehavior: number,
	HighFidelitySegmentSize: number,
	CosmeticBulletTemplate: Instance?,
	CosmeticBulletProvider: any, -- Intended to be a PartCache. Dictated via TypeMarshaller.
	CosmeticBulletContainer: Instance?,
	AutoIgnoreContainer: boolean,
	CanPierceFunction: CanPierceFunction
}


Prompt: -- Settings

Response:
local Configuration = Home:WaitForChild("Configuration")
local SwingPower = Configuration:WaitForChild("SwingPower")

local function SetPhysicalProperties(Part,Density)
	if Part then
		Part.CustomPhysicalProperties = PhysicalProperties.new(Density,Part.Friction,Part.Elasticity)
	end
end

GetAllDescendants = function(instance, func)
	func(instance)
	for _, child in next, instance:GetChildren() do
		GetAllDescendants(child, func)
	end
end

local function SetCharacterToWeight(ToDensity,Char)
	GetAllDescendants(Char,function(d)
		if d and d.Parent and d:IsA("BasePart") then
			SetPhysicalProperties(d,ToDensity)
		end
	end)
end

local function OnSeatChange(Seat)
	if Seat.Occupant then
		local CurrentThrottle = Seat.Throttle
		local BodyForce = Seat:WaitForChild("BodyForce")

		-- Adjust swing when interacted
		if CurrentThrottle == 1 then
			BodyForce.Force = Seat.CFrame.lookVector * SwingPower.Value * 100
		elseif CurrentThrottle == -1 then
			BodyForce.Force = Seat.CFrame.lookVector * SwingPower.Value * -100
		else
			BodyForce.Force = Vector3New()
		end

		delay(0.2,function()
			BodyForce.Force = Vector3New()
		end)

		-- Make the character weightless for the swing to behave correctly
		if CurrentOccupant == nil then
			CurrentOccupant = Seat.Occupant
			SetCharacterToWeight(0,CurrentOccupant.Parent)
		end

	elseif CurrentOccupant then
		-- Set the character's weight back
		SetCharacterToWeight(0.7,CurrentOccupant.Parent)
		CurrentOccupant = nil
	end
end

SwingSeat1.Changed:connect(function()
	OnSeatChange(SwingSeat1)
end)

SwingSeat2.Changed:connect(function()
	OnSeatChange(SwingSeat2)
end)


Prompt: --Services

Response:
local tweenService = game:GetService("TweenService")
local playerService = game:GetService("Players")


Prompt:
--local inspd = car.Body.Dash.Spd.G.Needle
--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 = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
	intach.Rotation = -90 + script.Parent.Parent.Values.RPM.Value * 270 / 10000
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)

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

script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
	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.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


Prompt: --Gear Ratios

Response:
Tune.FinalDrive		= 3.21		 --	[TRANSMISSION CALCULATIONS FOR NERDS]
Tune.Ratios			= {			 --		SPEED [SPS]	 = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
	--[[Reverse]]	5.000		,--		WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
	--[[Neutral]]	0			,
	--[[ 1 ]]		3.519      	,
	--[[ 2 ]]		2.320		,
	--[[ 3 ]]		1.700		,
	--[[ 4 ]]		1.400		,
	--[[ 5 ]]		0.907		,
}
Tune.FDMult			= 1.3			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --//Remove default loading bar

Response: script.Parent:RemoveDefaultLoadingScreen()


Prompt:
--[[**
	ensures all values in given table pass check

	@param check The function to use to check the values

	@returns A function that will return true iff the condition is passed
**--]]

Response:
function t.values(check)
	assert(t.callback(check))
	return function(value)
		local tableSuccess = t.table(value)
		if tableSuccess == false then
			return false
		end

		for _, val in pairs(value) do
			local success = check(val)
			if success == false then
				return false
			end
		end

		return true
	end
end


Prompt: --		child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player

Response:
		if child.Part1.Name == "HumanoidRootPart" then
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
				GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
				GUI:Clone().Parent = player.PlayerGui --// Compact version
				if script.Parent.L.Value == true then --because you can't get in a locked car
					wait()
					script.Parent.Disabled = true
					wait()
					script.Parent.Disabled = false
				end
				script.Parent.Occupied.Value = true
				script.Parent.Parent.Body.Dash.Spd.Interface.Enabled = true
				script.Parent.Parent.Body.Dash.Tac.Interface.Enabled = true
				script.Parent.Parent.Body.Dash.Screen.G.Enabled = true
				script.Parent.Parent.Body.Dash.Screen.G.Startup.Visible = true
				script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = false
				script.Parent.Parent.Body.Dash.DashSc.G.Unit.Visible = true
				script.Parent.Parent.Body.Dash.DashSc.G.Enabled = true
				script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Info.Value = true
				script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Speed.Value = false
				script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Version.Value = false
				script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.MPG.Value = false
				script.Parent.Parent.DriveSeat.SS3.Radios.FMOne.Value = true
				script.Parent.Parent.DriveSeat.SS3.Radios.FMTwo.Value = false
				script.Parent.Parent.DriveSeat.SS3.Radios.FMThree.Value = false
				script.Parent.Parent.DriveSeat.SS3.Radios.FMFour.Value = false
				script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Visible = false
						script.Parent.Parent.Body.Dash.DashSc.G.Modes.Info.Visible = false
						script.Parent.Parent.Body.Dash.DashSc.G.Modes.Stats.Visible = false
						script.Parent.Parent.Body.Dash.DashSc.G.Frame.Position = UDim2.new(0, 0, 0, -5)
						script.Parent.Parent.Body.Dash.DashSc.G.Select.Position = UDim2.new(0, 0, 0, -5)
						script.Parent.Parent.Body.Dash.DashSc.G.Unit.Text = "Welcome"
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.9
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.8
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.7
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.6
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.5
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.4
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.3
						script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 1.5
						script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 1.5
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0.7
						script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0.7
						script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0.7
						script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0.7
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.2
						script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 1
						script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 1
						script.Parent.Parent.Body.Dash.DashSc.G.Select:TweenPosition(UDim2.new(0, 0, 0, 20), "InOut", "Quint", 1, true)
					script.Parent.Parent.Body.Dash.DashSc.G.Frame:TweenPosition(UDim2.new(0, 0, 0, 20), "InOut", "Quint", 1, true)
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0.4
						script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0.4
						script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0.4
						script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0.4
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0.1
						script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = .5
						script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = .5
						wait(0.2)
						script.Parent.Parent.Body.Dash.DashSc.G.Car.ImageTransparency = 0
						script.Parent.Parent.Body.Dash.DashSc.G.Speed.ImageTransparency = 0
						script.Parent.Parent.Body.Dash.DashSc.G.Info1.ImageTransparency = 0
						script.Parent.Parent.Body.Dash.DashSc.G.Gas.ImageTransparency = 0
						script.Parent.Parent.Body.Dash.DashSc.G.ImageLabel.ImageTransparency = 0
						script.Parent.Parent.Body.Dash.Spd.Interface.LightInfluence = 0
						script.Parent.Parent.Body.Dash.Tac.Interface.LightInfluence = 0
						wait(2.2)
						script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Position = UDim2.new(0, 0, 0, 0)
						script.Parent.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Visible = true
						script.Parent.Parent.Body.Dash.DashSc.G.Unit.Visible = false
						script.Parent.Parent.Body.Dash.Screen.G.Startup.Visible = false
						script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = true
						wait(6)
						script.Parent.Parent.Body.Dash.Screen.G.Caution.Visible = false


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

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

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

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

do
	local listEntries = {}
	local nameConnLookup = {}

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

	function scrollBarH.UpdateCallback(self)

	end

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

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

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

showProperties(GetSelection())

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

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

propertiesSearch:GetPropertyChangedSignal("Text"):Connect(function()
	showProperties(GetSelection())
end)

bindGetApi.OnInvoke = function()
	return RbxApi
end

bindGetAwait.OnInvoke = function()
	return AwaitingObjectValue
end


Prompt: -- Set first join time

Response:
function Main:SetFirstJoinTime(newTime: number)
	self.FirstJoinTime = newTime
	self.Data.FirstJoinTime = newTime
	return newTime
end


Prompt:
--local ClickerModule = require(343254562)
--local clickEvent = ClickerModule.RemoteEvent

Response:
local interactiveParts = {}
local activationDistance = 12
local flushing = false
local water = script.Parent.Parent.Water
local sound = script.Parent.Parent.ToiletBowl.Sound
sound:Play()
wait(0.885)

			for i, v in pairs(script.Parent.Parent:GetChildren()) do
				if v.Name == "WaterSwirl" then
					v.ParticleEmitter.Transparency = NumberSequence.new(0.55)
					v.ParticleEmitter.Rate = 500
				end
end

			for i = 1, 4 do
				water.CFrame = water.CFrame * CFrame.new(0, 0.01, 0)
				wait()
			end
			wait(4.05)
			for i = 1, 10 do
				for ii, v in pairs(script.Parent.Parent:GetChildren()) do
					if v.Name == "WaterSwirl" then
						v.ParticleEmitter.Transparency = NumberSequence.new(0.55 + (0.015 * i))
						if i == 10 then
							v.ParticleEmitter.Rate = 0
						end
end
				end
				wait(0)
			end
			wait(1.22)
			for i = 1, 52 do
				water.Mesh.Scale = water.Mesh.Scale + Vector3.new(-0.007, 0, -0.007)
				water.CFrame = water.CFrame * CFrame.new(0, -0.007, 0)
				wait()
			end

			if script.Parent.Parent.ToiletUsed.Value == true then
				water.BrickColor = BrickColor.new("Pastel yellow")
			end

			wait(0.5)

			script.Parent.Parent.ToiletUsed.Value = false
			water.BrickColor = BrickColor.new("Fog")

			for i = 1, 52 do
				water.Mesh.Scale = water.Mesh.Scale + Vector3.new(0.0066, 0, 0.0066)
				water.CFrame = water.CFrame * CFrame.new(0, 0.0066, 0)
				wait()
			end
			water.CFrame = script.Parent.Parent.WaterResetPos.CFrame
			water.Mesh.Scale = Vector3.new(1,0,1)
			flushing = false
			script.Disabled = true


Prompt:
--[=[
	@within TableUtil
	@function Keys
	@param tbl table
	@return table

	Returns an array with all the keys in the table.

	```lua
	local t = {A = 10, B = 20, C = 30}
	local keys = TableUtil.Keys(t)
	print(keys) --> {"A", "B", "C"}
	```

	:::caution Ordering
	The ordering of the keys is never guaranteed. If order is imperative, call
	`table.sort` on the resulting `keys` array.
	```lua
	local keys = TableUtil.Keys(t)
	table.sort(keys)
	```
]=]

Response:
local function Keys(tbl: Table): Table
	local keys = table.create(#tbl)
	for k in pairs(tbl) do
		table.insert(keys, k)
	end
	return keys
end


Response:
while true do
	game:GetService("RunService").Stepped:Wait()
	local target = workspace:FindFirstChild(script.Parent.TargetName.Value)--findNearestTorso(script.Parent:WaitForChild("HumanoidRootPart").Position)
	if target ~= nil and target:FindFirstChild("HumanoidRootPart") ~= nil then
		target = target:FindFirstChild("HumanoidRootPart")
		--script.Parent.Humanoid:MoveTo(target.Position, target)
		script.Parent.HumanoidRootPart.CFrame = CFrame.new(script.Parent.HumanoidRootPart.Position,target.Position)
		script.Parent.HumanoidRootPart.CFrame = script.Parent.HumanoidRootPart.CFrame + (script.Parent.HumanoidRootPart.CFrame.LookVector) / Vector3.new(3.5,3.5,3.5)
		if target ~= nil and (target.Position - script.Parent.HumanoidRootPart.Position).Magnitude < 0.5 then
			target.Parent.Humanoid.Health = 0
			script.Parent:Destroy()
			wait()
		end
	end
end


Prompt:
-- Simple realistic suspension script (<100 lines), put inside your car
-- Inside your A-Chassis Tune make sure to change both susAngles to 75 for best results

Response:
local Wheels = script.Parent.Wheels:GetChildren()
local fSprings = {Wheels[1]:WaitForChild("Spring"), Wheels[2]:WaitForChild("Spring")} -- FL, FR
local rSprings = {Wheels[3]:WaitForChild("Spring"), Wheels[4]:WaitForChild("Spring")} -- RL, RR

local customSettings = {
	Thickness = 0.12;
	MaxLength = 4; -- Make sure "LimitsEnabled" is true
	MinLength = 0.05; -- Make sure "LimitsEnabled" is true
	Damping = 180; -- For a less responsive suspension increase this value
	FreeLength = 2.5; -- This determines the stance
	LimitsEnabled = false;
	MaxForce = 50000;
	Stiffness = 4500; -- If you have a race car then increase this value
}


Prompt: -- FEATURE METHODS

Response:
function Icon:bindEvent(iconEventName, eventFunction)
	local event = self[iconEventName]
	assert(event and typeof(event) == "table" and event.Connect, "argument[1] must be a valid topbarplus icon event name!")
	assert(typeof(eventFunction) == "function", "argument[2] must be a function!")
	self._bindedEvents[iconEventName] = event:Connect(function(...)
		eventFunction(self, ...)
	end)
	return self
end

function Icon:unbindEvent(iconEventName)
	local eventConnection = self._bindedEvents[iconEventName]
	if eventConnection then
		eventConnection:Disconnect()
		self._bindedEvents[iconEventName] = nil
	end
	return self
end

function Icon:bindToggleKey(keyCodeEnum)
	assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!")
	self._bindedToggleKeys[keyCodeEnum] = true
	return self
end

function Icon:unbindToggleKey(keyCodeEnum)
	assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!")
	self._bindedToggleKeys[keyCodeEnum] = nil
	return self
end

function Icon:lock()
	self.locked = true
	return self
end

function Icon:unlock()
	self.locked = false
	return self
end

function Icon:setTopPadding(offset, scale)
	local newOffset = offset or 4
	local newScale = scale or 0
	self.topPadding = UDim.new(newScale, newOffset)
	self.updated:Fire()
	return self
end

function Icon:bindToggleItem(guiObjectOrLayerCollector)
	if not guiObjectOrLayerCollector:IsA("GuiObject") and not guiObjectOrLayerCollector:IsA("LayerCollector") then
		error("Toggle item must be a GuiObject or LayerCollector!")
	end
	self.toggleItems[guiObjectOrLayerCollector] = true
	return self
end

function Icon:unbindToggleItem(guiObjectOrLayerCollector)
	self.toggleItems[guiObjectOrLayerCollector] = nil
	return self
end

function Icon:_setToggleItemsVisible(bool, byIcon)
	for toggleItem, _ in pairs(self.toggleItems) do
		if not byIcon or byIcon.toggleItems[toggleItem] == nil then
			local property = "Visible"
			if toggleItem:IsA("LayerCollector") then
				property = "Enabled"
			end
			toggleItem[property] = bool
		end
	end
end

function Icon:give(userdata)
	local valueToGive = userdata
	if typeof(userdata) == "function" then
		local returnValue = userdata(self)
		if typeof(userdata) ~= "function" then
			valueToGive = returnValue
		else
			valueToGive = nil
		end
	end
	if valueToGive ~= nil then
		self._maid:give(valueToGive)
	end
	return self
end


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

Response:
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
GetEnv = nil;
gTable = nil;
return function(p1)
	local l__PlayerGui__1 = service.PlayerGui;
	local l__LocalPlayer__2 = service.Players.LocalPlayer;
	local l__Parent__3 = script.Parent.Parent;
	local l__Frame__4 = l__Parent__3:WaitForChild("Frame");
	local l__Main__5 = l__Frame__4:WaitForChild("Main");
	local l__Close__6 = l__Frame__4:WaitForChild("Close");
	local l__Timer__7 = l__Frame__4:WaitForChild("Timer");
	local v8 = p1.OnClick;
	local v9 = p1.OnClose;
	local v10 = p1.OnIgnore;
	local l__Title__11 = p1.Title;
	local v12 = p1.Message or (p1.Text or "");
	local v13 = p1.Time;
	local v14 = p1.Icon or client.MatIcons.Info;
	if v8 and type(v8) == "string" then
		v8 = client.Core.LoadCode(v8, GetEnv());
	end;
	if v9 and type(v9) == "string" then
		v9 = client.Core.LoadCode(v9, GetEnv());
	end;
	if v10 and type(v10) == "string" then
		v10 = client.Core.LoadCode(v10, GetEnv());
	end;
	local v15 = client.UI.Get("NotificationHolder", nil, true);
	if not v15 then
		client.UI.Make("NotificationHolder");
		v15 = client.UI.Get("NotificationHolder", nil, true);
		v15.Object.ScrollingFrame.Active = false;
	end;
	l__Frame__4:WaitForChild("Title").Text = l__Title__11;
	l__Main__5.Text = v12;
	l__Frame__4:WaitForChild("Icon").Image = v14;
	local v16 = {
		Type = "Notification",
		Title = l__Title__11,
		Message = v12,
		Icon = v14 and 0,
		Time = os.date("%X"),
		Function = v8
	};
	table.insert(client.Variables.CommunicationsHistory, v16);
	service.Events.CommsCenter:Fire(v16);
	l__Main__5.MouseButton1Click:Connect(function()
		if l__Parent__3 and l__Parent__3.Parent then
			if v8 then
				v8();
			end;
			l__Parent__3:Destroy();
		end;
	end);
	local l__gTable__1 = p1.gTable;
	l__Close__6.MouseButton1Click:Connect(function()
		if l__Parent__3 and l__Parent__3.Parent then
			if v9 then
				v9();
			end;
			l__gTable__1:Destroy();
		end;
	end);
	l__Parent__3.Parent = v15.Object.ScrollingFrame;
	task.spawn(function()
		local v17 = Instance.new("Sound", service.LocalContainer());
		v17.SoundId = "rbxassetid://203785584";
		v17.Volume = 0.2;
		v17:Play();
		wait(0.5);
		v17:Destroy();
	end);
	if v13 then
		l__Timer__7.Visible = true;
		while true do
			l__Timer__7.Text = v13;
			wait(1);
			v13 = v13 - 1;
			if v13 <= 0 then
				break;
			end;
			if not l__Parent__3 then
				break;
			end;
			if not l__Parent__3.Parent then
				break;
			end;
		end;
		if l__Parent__3 and l__Parent__3.Parent then
			if l__Parent__3 then
				l__Parent__3:Destroy();
			end;
			if v10 then
				v10();
			end;
		end;
	end;
	return nil;
end;


Prompt:
--[=[
	Gives a promise to the maid for clean.

	@param promise Promise<T>
	@return Promise<T>
]=]

Response:
function Maid:GivePromise(promise)
	if not promise:IsPending() then
		return promise
	end

	local newPromise = promise.resolved(promise)
	local id = self:GiveTask(newPromise)

	-- Ensure GC
	newPromise:Finally(function()
		self[id] = nil
	end)

	return newPromise
end


Prompt: -- this script just puts the animator in the humanoid

Response:
local modules = game:GetService("ReplicatedStorage"):WaitForChild("Modules", 5)
local humanoid = script.Parent:WaitForChild("Humanoid", 5)
if modules and humanoid then
	local animator = modules:WaitForChild("AnimationSystem", 5)
	if animator then
		animator:Clone().Parent = humanoid
		wait(1)
		script:Destroy()
	end
end


Prompt: --[[Misc]]

Response:
	Tune.LoadDelay		= .3		-- 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: --< Variables >--

Response:
local Speed = 25 -- How fast is the sprinting speed?
local Key = Enum.KeyCode.LeftShift -- Activation Key

UIS.InputBegan:Connect(function(Input, Processed)
	if not Processed then
		if Input.UserInputType == Enum.UserInputType.Keyboard and Input.KeyCode == Key then
			Humanoid.WalkSpeed = Speed
		end
	end
end)

UIS.InputEnded:Connect(function(Input)
	if Input.UserInputType == Enum.UserInputType.Keyboard and Input.KeyCode == Key then
		Humanoid.WalkSpeed = DefaultWalkingSpeed
	end
end)


Prompt:
--////////////////////////////// Include
--//////////////////////////////////////

Response:
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent

local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))


Response:
local scripts_folder = script.Parent;
local frame = scripts_folder.Parent;
local icon = frame.PlayerIcon;
local template = icon:Clone();
local mode_folder = frame.Mode;
local radar = frame.Parent;
waitForChild(radar, {'Identifier'; 'Location'})
local identifierLabel = radar.Identifier;
local locationButton = radar.Location;
waitForChild(mode_folder, {'Search'; 'Target'});
local mode = mode_folder.Search;
local target = mode_folder.Target;
local colorList = {
	[BrickColor.new(226)] = true;
	[BrickColor.new(24)] = true;
	[BrickColor.new(106)] = true;
	[BrickColor.new(119)] = true;
	[BrickColor.new(1025)] = true;
	[BrickColor.new(38)] = true;
	[BrickColor.new(11)] = true;
	[BrickColor.new(1006)] = true;
	[BrickColor.new(1016)] = true;
	[BrickColor.new(21)] = true;
}
local modeList = {
	'Closest';
	'Farthest';
}

local function getCurrentModeNumber()
	for index, choice in next, modeList do
		if mode.Value == choice then
			return index;
		end
	end
end

local function toV2(v3)
	return Vector2.new(v3.x, v3.z);
end

local function addCharactersInRange()
	for index, instance in next, workspace:GetChildren() do
		if instance:IsA('Model') and findChildren(instance, body) and not (instance == character) then
			if not ((toV2(instance.Torso.Position) - toV2(character.Torso.Position)).magnitude > distance) then
				characters[#characters + 1] = {instance; instance.Torso.Position - character.Torso.Position};
			end
		end
	end
end

local function clearParentOf(parent, list)
	local iterations = #parent:GetChildren();
	for index, name in next, list do
		for i = 1, iterations do
			if parent:FindFirstChild(name) then
				parent[name]:Destroy();
			end
		end
		iterations = #parent:GetChildren();
	end
end

local function assignColor(instance)
	local chosen
	spawn(function()
		if not chosen then
			for color, enabled in next, colorList do
				colorList[color] = true;
			end
			assignColor(instance);
		end
	end)
	for color, enabled in next, colorList do
		if enabled then
			colors[instance] = color;
			chosen = true;
			colorList[color] = false;
			return
		end
	end
end

local function returnRangeFromMode(mode)
	if mode == 'Closest' then
		return 50;
	elseif mode == 'Farthest' then
		return 0;
	end
end

local function searchPriority()
	local range = returnRangeFromMode(mode.Value);
	local result = false;
	for index, information in next, characters do
		local located = information[1];
		local deltaP = information[2];
		local current = toV2(deltaP).magnitude;
		if mode.Value == 'Closest' then
			if current < range then
				range = current;
				target.Value = located.Name;
				result = true;
			end
		elseif mode.Value == 'Farthest' then
			if current > range then
				range = current;
				target.Value = located.Name;
				result = true;
			end
		end
	end
	if not result then
		target.Value = 'None';
	end
end

locationButton.MouseButton1Click:connect(function()
	local current = getCurrentModeNumber();
	local nextNumber = not (current + 1 > #modeList) and current + 1 or 1;
	mode.Value = modeList[nextNumber];
end)

mode.Changed:connect(function()
	locationButton.Text = mode.Value .. ':';
end)

game:GetService('RunService').RenderStepped:connect(function()
	clearParentOf(frame, {'Player'});
	local characterSize = character:GetModelSize()
	local lookDirection = character.Head.CFrame.lookVector;
	local cameraDirection = camera.CoordinateFrame.lookVector;
	local rotation = math.atan2(lookDirection.Z, lookDirection.X);
	icon.Rotation = math.deg(rotation) + 180;
	rotation = math.atan2(cameraDirection.Z, cameraDirection.X);
	frame.Rotation = -(math.deg(rotation) - 90);
	characters = {};
	addCharactersInRange();
	for index, information in next, characters do
		local clone = template:Clone();
		local located = information[1];
		local deltaP = information[2];
		local symbol = deltaP.Y < -characterSize.Y and '-' or (deltaP.Y > characterSize.Y and '+' or '');
		local facingDirection = located.Head.CFrame.lookVector
		local rotation = math.atan2(facingDirection.Z, facingDirection.X);
		local xScale, yScale = 0.4 + (-deltaP.X / distance) / (3), 0.4 + (-deltaP.Z / distance) / (3);
		-- xScale = (not (xScale > 1) and xScale or 1) and (not (xScale < 0) and xScale or 0);
		-- yScale = (not (yScale > 1) and yScale or 1) and (not (yScale < 0) and yScale or 0);
		if not colors[located] then
			assignColor(located);
		end
		clone.ZIndex = deltaP.Y < -characterSize.Y and (icon.ZIndex - 1) or (deltaP.Y > characterSize.Y and (icon.ZIndex + 1));
		clone.Rotation = math.deg(rotation) + 180;
		clone.TextColor = colors[located] or BrickColor.Random();
		clone.Name = 'Player';
		clone.Position = UDim2.new(xScale, 0, yScale, 0);
		clone.Text = symbol .. '>'
		clone.Parent = frame
	end
	searchPriority();
	identifierLabel.Text = target.Value;
end)


Prompt: -- This script makes everytime a player get damage, the blood will come out --

Response:
function MakeBlood()

local blood = Instance.new("Part")
blood.Size = Vector3.new(1,1,1)
blood.Name = "Blood"
blood.Transparency = 1
blood.BrickColor = BrickColor.new("Crimson")
blood.CanCollide = false
blood.BottomSurface = "Smooth"
blood.TopSurface = "Smooth"
blood.Material = "SmoothPlastic"
blood.Velocity = Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
local billboard = script.BillboardGui:Clone()
billboard.Parent = blood
local gui = script.BloodGui:Clone()
gui.Parent = billboard
game:GetService("Debris"):AddItem(blood, 5)

local CC = math.random(1,2)


Prompt: --[[Misc]]

Response:
	Tune.LoadDelay		= 3.0		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= true		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= true		-- Set to false if using manual flip plugin
	Tune.AutoUpdate		= true		-- Automatically applies minor updates to the chassis if any are found.
									-- Will NOT apply major updates, but will notify you of any.
									-- Set to false to mute notifications, or if using modified Drive.


Prompt:
--[[
	Manages the camera movement when interacting with a surface art.
]]

Response:
local TweenService = game:GetService("TweenService")
local constants = require(script.Parent.Parent.Constants)

local CANVAS_OFFSET_PADDING = 10
local MAX_STUDS_OFFSET = 25
local MIN_STUDS_OFFSET = 5

local CameraModule = {}
CameraModule.__index = CameraModule


Prompt:
--[=[
	@param msg string
	Throws an error with `msg` as the error message if the value is _not_ None.
]=]

Response:
function Option:ExpectNone(msg)
	assert(self:IsNone(), msg)
end


Response: game.Workspace.LightedDoorON.Value = false


Prompt: --!native

Response:
local UserInput = game:GetService("UserInputService")
local ModelLoader = require(game.ReplicatedStorage.ModelLoader)
local WeldModule = require(game.ReplicatedStorage.Weld)

function KeysToStrings(Objects)
	local Temp = {}

	for i,v in pairs(Objects) do
		table.insert(Temp, v.KeyCode.Name)
	end

	return Temp
end

function AreKeysDown(tbl)
	task.synchronize()
	local Count = 0

	for i,Key in pairs(tbl) do
		if UserInput:IsKeyDown(Enum.KeyCode[Key]) then
			Count+=1
		end
	end

	task.desynchronize()

	if Count > 0 then
		return true
	else
		return false
	end
end

function V3Clamp(vector, min, max)
	return Vector3.new(math.clamp(vector.X, min, max), math.clamp(vector.Y, min, max), math.clamp(vector.Z, min, max))
end

local Players = {}

function MakeCharacter()
	local Character = {}

	local Head = ModelLoader.LoadFromName("Cube")
	Head.Size = Vector3.new(2,1,1)
	Head:SetColor(255,255,0)
	Head.Name = "Head"
	Head.CanCollide = false
	Head.Anchored = false
	Character.Head = Head

	local Root = ModelLoader.LoadFromName("Cube")
	Root.Size = Vector3.new(2,2,1)
	Root:SetColor(165,165,165)
	Root.Rendered = true
	Root.CFrame = CFrame.new(0,3,0)
	Root.Name = "HumanoidRootPart"
	Root.PhysicsMover.Offset = Vector3.new(0,-2,0)
	Root.Anchored = false
	Character.HumanoidRootPart = Root

	local Torso = ModelLoader.LoadFromName("Cube")
	Torso.Size = Vector3.new(2,2,1)
	Torso:SetColor(0,165,255)
	Torso.Name = "Torso"
	Torso.CanCollide = false
	Torso.Anchored = false
	Character.Torso = Torso

	local RightArm = ModelLoader.LoadFromName("Cube")
	RightArm.Size = Vector3.new(1,2,1)
	RightArm:SetColor(255,255,0)
	RightArm.Name = "Right Arm"
	RightArm.CanCollide = false
	RightArm.Anchored = false
	Character["Right Arm"] = RightArm

	local LeftArm = ModelLoader.LoadFromName("Cube")
	LeftArm.Size = Vector3.new(1,2,1)
	LeftArm:SetColor(255,255,0)
	LeftArm.Name = "Left Arm"
	LeftArm.CanCollide = false
	LeftArm.Anchored = false
	Character["Left Arm"] = LeftArm

	local RightLeg = ModelLoader.LoadFromName("Cube")
	RightLeg.Size = Vector3.new(1,2,1)
	RightLeg:SetColor(0,165,0)
	RightLeg.Name = "Right Leg"
	RightLeg.CanCollide = false
	RightLeg.Anchored = false
	Character["Right Leg"] = RightLeg

	local LeftLeg = ModelLoader.LoadFromName("Cube")
	LeftLeg.Size = Vector3.new(1,2,1)
	LeftLeg:SetColor(0,165,0)
	LeftLeg.Name = "Left Leg"
	LeftLeg.CanCollide = false
	LeftLeg.Anchored = false
	Character["Left Leg"] = LeftLeg

	Character.PrimaryPart = Character.HumanoidRootPart

	local RootJoint = WeldModule.new("RootJoint", Root, Torso, CFrame.new(0,0,0), CFrame.new(0,0,0))
	local Neck = WeldModule.new("Neck", Torso, Head, CFrame.new(0, 1, 0), CFrame.new(0, -0.5, 0))
	local RightShoulder = WeldModule.new("RightShoulder", Torso, RightArm, CFrame.new(1, 0.5, 0), CFrame.new(-0.5, 0.5, 0))
	local LeftShoulder = WeldModule.new("LeftShoulder", Torso, LeftArm, CFrame.new(-1, 0.5, 0), CFrame.new(0.5, 0.5, 0))
	local RightHip = WeldModule.new("RightHip", Torso, RightLeg, CFrame.new(1, -1, 0), CFrame.new(0.5, 1, 0))
	local LeftHip = WeldModule.new("LeftHip", Torso, LeftLeg, CFrame.new(-1, -1, 0), CFrame.new(-0.5, 1, 0))

	Character.HumanoidRootPart.RootJoint = RootJoint
	Character.Torso.Neck = Neck
	Character.Torso["Right Shoulder"] = RightShoulder
	Character.Torso["Left Shoulder"] = LeftShoulder
	Character.Torso["Right Hip"] = RightHip
	Character.Torso["Left Hip"] = LeftHip

	Character.BaseWelds = WeldModule:GetBaseWelds()

	return Character
end

function Players.new(Camera, Speed)
	local Player = {}

	Player.Character = MakeCharacter()
	Player.CurrentCamera = Camera
	Player.CameraSubject = Player.Character.PrimaryPart
	Player.CameraOffset = Vector3.new(0,5,7)
	Player.CameraRot = Vector3.new(0,0,0)
	Player.Speed = Speed
	Player.Walking = false
	Player.Jump = true
	Player.OnGround = true
	Player.Animation = "Idle"
	Player.Sine = 0

	function Player:PlayAnimation(Name)
		local RightShoulder = Player.Character.Torso["Right Shoulder"]
		local LeftShoulder = Player.Character.Torso["Left Shoulder"]
		local RightHip = Player.Character.Torso["Right Hip"]
		local LeftHip = Player.Character.Torso["Left Hip"]

		if Name == "Walk" then
			task.spawn(function()
				if Player.Animation ~= Name then
					Player.Animation = Name

					while Player.Animation == Name do
						RightShoulder.C0 = Player.Character.BaseWelds.RightShoulder.C0 * CFrame.Angles(math.rad(math.sin(Player.Sine/6)*40), 0, 0)
						LeftShoulder.C0 = Player.Character.BaseWelds.LeftShoulder.C0 * CFrame.Angles(-math.rad(math.sin(Player.Sine/6)*40), 0, 0)
						RightHip.C0 = Player.Character.BaseWelds.RightHip.C0 * CFrame.Angles(-math.rad(math.sin(Player.Sine/6)*40), 0, 0)
						LeftHip.C0 = Player.Character.BaseWelds.LeftHip.C0 * CFrame.Angles(math.rad(math.sin(Player.Sine/6)*40), 0, 0)

						Player.Sine+=1
						task.wait()
					end

					Player.Animation = "Idle"
				end
			end)
		elseif Name == "Idle" then
			Player.Animation = "Idle"

			RightShoulder.C0 = Player.Character.BaseWelds.RightShoulder.C0
			LeftShoulder.C0 = Player.Character.BaseWelds.LeftShoulder.C0
			RightHip.C0 = Player.Character.BaseWelds.RightHip.C0
			LeftHip.C0 = Player.Character.BaseWelds.LeftHip.C0

			Player.Sine = 0
		elseif Name == "Jump" then
			Player.Animation = "Jump"

			RightShoulder.C0 = Player.Character.BaseWelds.RightShoulder.C0 * CFrame.Angles(math.rad(180), 0, 0)
			LeftShoulder.C0 = Player.Character.BaseWelds.LeftShoulder.C0 * CFrame.Angles(math.rad(180), 0, 0)
			RightHip.C0 = Player.Character.BaseWelds.RightHip.C0
			LeftHip.C0 = Player.Character.BaseWelds.LeftHip.C0
		end
	end

	function Player:Movement()
		task.synchronize()
		local PressedKeys = KeysToStrings(UserInput:GetKeysPressed())
		local MouseButton = UserInput:GetMouseButtonsPressed()
		task.desynchronize()

		local WalkKeys = {"W", "A", "S", "D"}
		local CameraKeys = {"Left", "Right", "Up", "Down"}

		for i,Key in pairs(WalkKeys) do
			task.synchronize()
			if UserInput:IsKeyDown(Enum.KeyCode[Key]) then
				if Key == "W" then
					Player.Character.PrimaryPart.CFrame = CFrame.new(Player.Character.PrimaryPart.Position + (Player.Character.PrimaryPart.Velocity)/Player.Character.PrimaryPart.Mass) * CFrame.Angles(0, math.rad(Player.CameraRot.Y), 0) --* CFrame.new(0, 0, -Speed)
					Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
					Player.Character.PrimaryPart.Velocity += Player.Character.PrimaryPart.CFrame.LookVector*30
				elseif Key == "S" then
					Player.Character.PrimaryPart.CFrame = CFrame.new(Player.Character.PrimaryPart.Position + (Player.Character.PrimaryPart.Velocity)/Player.Character.PrimaryPart.Mass) * CFrame.Angles(0, math.rad(180 + Player.CameraRot.Y), 0)
					Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
					Player.Character.PrimaryPart.Velocity += Player.Character.PrimaryPart.CFrame.LookVector*30
				elseif Key == "A" then
					Player.Character.PrimaryPart.CFrame = CFrame.new(Player.Character.PrimaryPart.Position + (Player.Character.PrimaryPart.Velocity)/Player.Character.PrimaryPart.Mass) * CFrame.Angles(0, math.rad(90 + Player.CameraRot.Y), 0)
					Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
					Player.Character.PrimaryPart.Velocity += Player.Character.PrimaryPart.CFrame.LookVector*30
				elseif Key == "D" then
					Player.Character.PrimaryPart.CFrame = CFrame.new(Player.Character.PrimaryPart.Position + (Player.Character.PrimaryPart.Velocity)/Player.Character.PrimaryPart.Mass) * CFrame.Angles(0, math.rad(-90 + Player.CameraRot.Y), 0)
					Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
					Player.Character.PrimaryPart.Velocity += Player.Character.PrimaryPart.CFrame.LookVector*30
				end

				Player.Walking = true

				if Player.Animation ~= "Jump" then
					Player:PlayAnimation("Walk")
				end
			end
			task.desynchronize()
		end

		task.synchronize()
		if (not AreKeysDown(WalkKeys)) and (Player.Walking == true) then
			Player.Walking = false
			Player.Character.PrimaryPart.Velocity = Vector3.new(0, Player.Character.PrimaryPart.Velocity.Y, 0)
			Player:PlayAnimation("Idle")
		end
		task.desynchronize()

		for i,Key in pairs(CameraKeys) do
			task.synchronize()
			if UserInput:IsKeyDown(Enum.KeyCode[Key]) then
				if Key == "Right" then
					Player.CameraRot -= Vector3.new(0, 2, 0)
				elseif Key == "Left" then
					Player.CameraRot += Vector3.new(0, 2, 0)
				elseif Key == "Up" then
					Player.CameraRot += Vector3.new(2, 0, 0)
				elseif Key == "Down" then
					Player.CameraRot -= Vector3.new(2, 0, 0)
				end

				if Player.CameraRot.X > 125 then
					Player.CameraRot = Vector3.new(125, Player.CameraRot.Y, 0)
				elseif Player.CameraRot.X < -50 then
					Player.CameraRot = Vector3.new(-50, Player.CameraRot.Y, 0)
				end
			end
			task.desynchronize()
		end

		if Player.Character.PrimaryPart.PhysicsMover.CollidedNormal == Vector3.new(0,1,0) then
			Player.OnGround = true

			if Player.Animation ~= "Walk" then
				Player:PlayAnimation("Idle")
			end
		else
			Player.OnGround = false
			Player:PlayAnimation("Jump")
		end

		task.synchronize()
		if UserInput:IsKeyDown(Enum.KeyCode.Space) then
			if Player.OnGround == true and Player.Jump == true then
				Player.Jump = false
				Player.Character.PrimaryPart.Velocity += Vector3.new(0, 50, 0)

				task.spawn(function()
					task.wait(0.1)
					Player.Jump = true
				end)
			end
		end
		task.desynchronize()
	end

	function Player:Update()
		Player.CurrentCamera.CFrame = CFrame.new((CFrame.new(Player.CameraSubject.Position) * CFrame.Angles(0, math.rad(Player.CameraRot.Y), 0) * CFrame.Angles(math.rad(Player.CameraRot.X), 0, 0) * CFrame.new(Player.CameraOffset)).Position, Player.CameraSubject.Position)
		Player.CurrentCamera:Update(false)
		Player:Movement()
		WeldModule:Update()
	end

	return Player
end

return Players


Prompt: -- Either a constant value of type T, or a state object containing type T.

Response: export type CanBeState<T> = StateObject<T> | T


Prompt:
--[[ 1 ]]	{"Delete","Music ID","Radio","Game Info","Settings"},
--[[ 2 ]]	{"Yes","No"},
--[[ 3 ]]	{"Set","Play","Stop","Back"},
--[[ 4 ]]	{"Preset 1","Preset 2","Preset 3","Preset 4","Back"},
--[[ 5 ]]	{"Filtered","PGS","Players","Back"},
--[[ 6 ]]	{"Power","Dynamics","Background","Back"},
--[[ 7 ]]	{"Valet","Eco","Comfort","Sport","Back"},
--[[ 8 ]]	{"Eco","Comfort","Sport","Back"},
--[[ 9 ]] {"Model","Specs","Transmission","Info","Back"},
--[[ 10 ]]

Response:
	{"Solar","Lunar","Aurora","Clarity","Back"},
}

return module


Prompt: --------|    Reference    |--------

Response: local isStudio = _L.Services.RunService:IsStudio()


Prompt: -- Hitpoints platform takes until game is over

Response:
GameSettings.PlatformHealthDifficulty = {
	Easy = 8,
	Normal = 6,
	Hard = 6
}


Prompt:
-- REQUIRED PARTS ----------------------------
-- Include these, or things will break!

Response:
local frontForceField = vehicle.FrontForceField
local backForceField = vehicle.BackForceField
local hood = vehicle.Hood
local vehicleSmoke = hood.Smoke
local wheel_frontLeft = vehicle.Wheel_FrontLeft
local wheel_frontRight = vehicle.Wheel_FrontRight
local wheel_backLeft = vehicle.Wheel_BackLeft
local wheel_backRight = vehicle.Wheel_BackRight


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/_Tune.FDMult)
		v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10)
	end
end

for i=0,revEnd*2 do
	local ln = gauges.ln:clone()
	ln.Parent = gauges.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 = gauges.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",gauges.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 = gauges.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

local blns = Instance.new("Frame",gauges.Boost)
blns.Name = "blns"
blns.BackgroundTransparency = 1
blns.BorderSizePixel = 0
blns.Size = UDim2.new(0,0,0,0)
for i=0,12 do
	local bln = gauges.bln:clone()
	bln.Parent = blns
	bln.Rotation = 45+270*(i/12)
	if i%2==0 then
		bln.Frame.Size = UDim2.new(0,2,0,7)
		bln.Frame.Position = UDim2.new(0,-1,0,40)
	else
		bln.Frame.Size = UDim2.new(0,3,0,5)
	end
	bln.Num:Destroy()
	bln.Visible=true
end

for i,v in pairs(UNITS) do
	local lnn = Instance.new("Frame",gauges.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 = gauges.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 isOn.Value then
	gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end

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

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

local _TCount = 0

if _Tune.Aspiration ~= "Natural" and _Tune.Engine then
	if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then
		_TCount = 1
	elseif _Tune.Aspiration == "Double" then
		_TCount = 2
	end
	values.Boost.Changed:connect(function()
		local boost = math.floor(values.Boost.Value)
		if _Tune.Aspiration~="Super" then boost = (math.floor(values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5) end
		gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,(values.Boost.Value/(_Tune.Boost)/_TCount))
		gauges.PSI.Text = tostring(math.floor(boost).." PSI")
	end)
else
	gauges.Boost:Destroy()
end

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

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

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

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

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

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

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

function PBrake()
	gauges.PBrake.Visible = values.PBrake.Value
end
values.PBrake.Changed:connect(PBrake)

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

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

mouse.KeyDown:connect(function(key)
	if key=="v" then
		gauges.Visible=not gauges.Visible
	end
end)

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

wait(.1)
Gear()
PBrake()


Prompt:
--[=[
	@within Signal
	@interface SignalConnection
	.Connected boolean
	.Disconnect (SignalConnection) -> ()

	Represents a connection to a signal.
	```lua
	local connection = signal:Connect(function() end)
	print(connection.Connected) --> true
	connection:Disconnect()
	print(connection.Connected) --> false
	```
]=]


Prompt: --[[Steering]]

Response:
	Tune.SteerInner		= 39		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 41		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- 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			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness


Prompt:
----------------------------------
------------FUNCTIONS-------------
----------------------------------

Response:
function ShowPiano()
	PianoGui:TweenPosition(
		UDim2.new(0.5, -355, 1, -230),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Sine,
		.5,
		true
	)
end
function HidePiano()
	PianoGui:TweenPosition(
		UDim2.new(0.5, -380, 1, 0),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Sine,
		.5,
		true
	)
end
function ShowSheets()
	SheetsGui:TweenPosition(
		UDim2.new(0.5, -200, 1, -520),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Sine,
		.5,
		true
	)
end
function HideSheets()
	SheetsGui:TweenPosition(
		UDim2.new(0.5, -200, 1, 0),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Sine,
		.5,
		true
	)
end

function ToggleSheets()
	SheetsVisible = not SheetsVisible
	if SheetsVisible then
		ShowSheets()
	else
		HideSheets()
	end
end

function IsBlack(note)
	if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then
		return true
	end
end

function HighlightPianoKey(note)
	if note < 62 and note > 0 then
		local keyGui = PianoGui.Keys[note]
		if IsBlack(note) then
			keyGui.BackgroundColor3 = Color3.new(50/255, 50/255, 50/255)
		else
			keyGui.BackgroundColor3 = Color3.new(200/255, 200/255, 200/255)
		end
		delay(.5, function() RestorePianoKey(note) end)
	else
		delay(.5, function() RestorePianoKey(note) end)
	end
end
function RestorePianoKey(note)
	if note < 62 and note > 0 then
		local keyGui = PianoGui.Keys[note]
		if IsBlack(note) then
			keyGui.BackgroundColor3 = Color3.new(0, 0, 0)
		else
			keyGui.BackgroundColor3 = Color3.new(1, 1, 1)
		end
	end
end

function PianoKeyPressed(Object, note)
		local type = Object.UserInputType.Name
		if type == "MouseButton1" or type == "Touch" then
			PlayNoteClient(note)
		end
end

function ExitButtonPressed(Object)
	local type = Object.UserInputType.Name
	if type == "MouseButton1" or type == "Touch" then
		Deactivate()
	end
end

function SheetsButtonPressed(Object)
	local type = Object.UserInputType.Name
	if type == "MouseButton1" or type == "Touch" then
		ToggleSheets()
	end
end

function ToggleCaps()
	ShiftLock = not ShiftLock
	if ShiftLock then
		PianoGui.CapsButton.BackgroundColor3 = Color3.new(1, 170/255, 0)
		PianoGui.CapsButton.BorderColor3 = Color3.new(154/255, 103/255, 0)
		PianoGui.CapsButton.TextColor3 = Color3.new(1, 1, 1)
	else
		PianoGui.CapsButton.BackgroundColor3 = Color3.new(140/255, 140/255, 140/255)
		PianoGui.CapsButton.BorderColor3 = Color3.new(68/255, 68/255, 68/255)
		PianoGui.CapsButton.TextColor3 = Color3.new(180/255, 180/255, 180/255)
	end
end

function CapsButtonPressed(Object)
	local type = Object.UserInputType.Name
	if type == "MouseButton1" or type == "Touch" then
		ToggleCaps()
	end
end


Prompt: --[[ The Module ]]

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

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

	self.lastUpdate = tick()

	-- OrbitalCamera-specific members
	self.changedSignalConnections = {}
	self.refAzimuthRad = nil
	self.curAzimuthRad = nil
	self.minAzimuthAbsoluteRad = nil
	self.maxAzimuthAbsoluteRad = nil
	self.useAzimuthLimits = nil
	self.curElevationRad = nil
	self.minElevationRad = nil
	self.maxElevationRad = nil
	self.curDistance = nil
	self.minDistance = nil
	self.maxDistance = nil

	-- Gamepad
	self.r3ButtonDown = false
	self.l3ButtonDown = false
	self.gamepadDollySpeedMultiplier = 1

	self.lastUserPanCamera = tick()

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

	return self
end

function OrbitalCamera:LoadOrCreateNumberValueParameter(name, valueType, updateFunction)
	local valueObj = script:FindFirstChild(name)

	if valueObj and valueObj:isA(valueType) then
		-- Value object exists and is the correct type, use its value
		self.externalProperties[name] = valueObj.Value
	elseif self.externalProperties[name] ~= nil then
		-- Create missing (or replace incorrectly-typed) valueObject with default value
		valueObj = Instance.new(valueType)
		valueObj.Name = name
		valueObj.Parent = script
		valueObj.Value = self.externalProperties[name]
	else
		print("externalProperties table has no entry for ",name)
		return
	end

	if updateFunction then
		if self.changedSignalConnections[name] then
			self.changedSignalConnections[name]:Disconnect()
		end
		self.changedSignalConnections[name] = valueObj.Changed:Connect(function(newValue)
			self.externalProperties[name] = newValue
			updateFunction(self)
		end)
	end
end

function OrbitalCamera:SetAndBoundsCheckAzimuthValues()
	self.minAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) - math.abs(math.rad(self.externalProperties["CWAzimuthTravel"]))
	self.maxAzimuthAbsoluteRad = math.rad(self.externalProperties["ReferenceAzimuth"]) + math.abs(math.rad(self.externalProperties["CCWAzimuthTravel"]))
	self.useAzimuthLimits = self.externalProperties["UseAzimuthLimits"]
	if self.useAzimuthLimits then
		self.curAzimuthRad = math.max(self.curAzimuthRad, self.minAzimuthAbsoluteRad)
		self.curAzimuthRad = math.min(self.curAzimuthRad, self.maxAzimuthAbsoluteRad)
	end
end

function OrbitalCamera:SetAndBoundsCheckElevationValues()
	-- These degree values are the direct user input values. It is deliberate that they are
	-- ranged checked only against the extremes, and not against each other. Any time one
	-- is changed, both of the internal values in radians are recalculated. This allows for
	-- A developer to change the values in any order and for the end results to be that the
	-- internal values adjust to match intent as best as possible.
	local minElevationDeg = math.max(self.externalProperties["MinElevation"], MIN_ALLOWED_ELEVATION_DEG)
	local maxElevationDeg = math.min(self.externalProperties["MaxElevation"], MAX_ALLOWED_ELEVATION_DEG)

	-- Set internal values in radians
	self.minElevationRad = math.rad(math.min(minElevationDeg, maxElevationDeg))
	self.maxElevationRad = math.rad(math.max(minElevationDeg, maxElevationDeg))
	self.curElevationRad = math.max(self.curElevationRad, self.minElevationRad)
	self.curElevationRad = math.min(self.curElevationRad, self.maxElevationRad)
end

function OrbitalCamera:SetAndBoundsCheckDistanceValues()
	self.minDistance = self.externalProperties["MinDistance"]
	self.maxDistance = self.externalProperties["MaxDistance"]
	self.curDistance = math.max(self.curDistance, self.minDistance)
	self.curDistance = math.min(self.curDistance, self.maxDistance)
end


Prompt: --Anything that can cause this to yeild will prevent teleport data being recieved.

Response:
local RenderStepped = RunService.RenderStepped
local StartShutdown = game.ReplicatedStorage:WaitForChild("StartShutdown")
local CreateTeleportScreen = require(script:WaitForChild("TeleportScreenCreator"))


Prompt:
--Предмет поместить в Workspace, если предмет в Model или др. то переместить
--Сам этот скрипт переместить в предмет


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

Response:
	,VRecoil = {35,45}				--- Vertical Recoil
	,HRecoil = {32,35}				--- Horizontal Recoil
	,AimRecover = .35				---- Between 0 & 1

	,RecoilPunch = .6
	,VPunchBase = 30.75				--- Vertical Punch
	,HPunchBase = 22.25				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 1 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.3
	,MinRecoilPower = 1
	,MaxRecoilPower = 1
	,RecoilPowerStepAmount = 1

	,MinSpread = 35					--- Min bullet spread value | Studs
	,MaxSpread = 65					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 15
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	2					--- Max sway value based on player stamina | Studs


Prompt:
--[[
	A component that establishes a connection to a Roblox event when it is rendered.
]]

Response:
local GridRoot = script.Parent
local UIBloxRoot = GridRoot.Parent
local Roact = require(UIBloxRoot.Parent.Roact)
local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection")

function ExternalEventConnection:init()
	self.connection = nil
end


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

Response:
local hotWater = 1
local coldWater = 1
local waterTemp = nil
local p = script.Parent


Prompt:
--[[

	Scales a ParticleEmitter. MAY not support all properties. Supports tuple of particles.

	Functions.ScaleParticle(
		particles,				<-- |REQ| 	ParticleEmitter that will be scaled
		scale,					<-- |REQ|	Scale (int)
	)

--]]

Response:
return function(_t, scale)
	--- Allow for array of particles
	if type(_t) ~= "table" then  _t = {_t}  end

	--- Iterate through particles
	for _, p in ipairs(_t) do
		--- Size
		local newKeypoints = {}
		for _, keypoint in ipairs(p.Size.Keypoints) do
			table.insert(newKeypoints, NumberSequenceKeypoint.new(
				keypoint.Time,
				keypoint.Value * scale,
				keypoint.Envelope * scale
			))
		end
		p.Size = NumberSequence.new(newKeypoints)

		--- Drag
		p.Drag = p.Drag * scale

		--- Velocity
		p.VelocityInheritance = p.VelocityInheritance * scale

		--- Speed
		p.Speed = NumberRange.new(
			p.Speed.Min * scale,
			p.Speed.Max * scale
		)

		--- Acceleration
		p.Acceleration = Vector3.new(
			p.Acceleration.X * scale,
			p.Acceleration.Y * scale,
			p.Acceleration.Z * scale
		)
	end
end


Response:
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
script.Parent:WaitForChild("Needle")

local player=game:GetService("Players").LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)

script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
	local gearText = script.Parent.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.Parent.Values.RPM.Changed:connect(function()
	script.Parent.Needle.Rotation = 230 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)

script.Parent.Parent.Parent.Values.Velocity.Changed:connect(function(property)
	script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)
end)

function PBrake()
	if script.Parent.Parent.Parent.Values.PBrake.Value then
		script.Parent.PBrake.ImageColor3 = Color3.fromRGB(222, 62, 62)
	else
		script.Parent.PBrake.ImageColor3 = Color3.fromRGB(241, 241, 241)
	end
end
script.Parent.Parent.Parent.Values.PBrake.Changed:connect(PBrake)

function Headlight()
	if car.Body.Headlight.on.Value then
		script.Parent.HeadLight.ImageColor3 = Color3.fromRGB(55, 255, 52)
	else
		script.Parent.HeadLight.ImageColor3 = Color3.fromRGB(241, 241, 241)
	end
end
car.Body.Headlight.on.Changed:connect(Headlight)
wait(.1)


Prompt: -- In radian the maximum accuracy penalty

Response: local MaxSpread = 0.3


Prompt: --Visiblity

Response:
uis = game:GetService("UserInputService")
ismobile = uis.TouchEnabled
button.Visible = ismobile


Response:
	print 'Playing Sound 12'
music.SoundId = song12
music:play()
wait(130)