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=100;
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("Torso")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("Torso");
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("Torso")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(30);
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=19;
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=500;
JeffTheKillerHumanoid.JumpPower=0;
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: -- ROBLOX deviation: stringContaining shouldn't accept string patterns so we unescape special characters

Response:
local function unescape(s: string): string
	return s:gsub("%%([%$%%%^%*%(%)%.%[%]%+%-%?])", "%1")
end

local function serialize(
	val: any,
	config: Config,
	indentation: string,
	depth: number,
	refs: Refs,
	printer: Printer
): string
	local stringedValue = val:toString()

	if stringedValue == "ArrayContaining" or stringedValue == "ArrayNotContaining" then
		depth = depth + 1
		if depth > config.maxDepth then
			return "[" .. stringedValue .. "]"
		end
		return stringedValue
			.. SPACE
			.. "{"
			.. printListItems(val.sample, config, indentation, depth, refs, printer)
			.. "}"
	end

	if stringedValue == "ObjectContaining" or stringedValue == "ObjectNotContaining" then
		depth = depth + 1
		if depth > config.maxDepth then
			return "[" .. stringedValue .. "]"
		end
		return stringedValue
			.. SPACE
			.. "{"
			.. printObjectProperties(val.sample, config, indentation, depth, refs, printer)
			.. "}"
	end

	if stringedValue == "StringMatching" or stringedValue == "StringNotMatching" then
		return stringedValue .. SPACE .. printer(val.sample, config, indentation, depth, refs)
	end

	if stringedValue == "StringContaining" or stringedValue == "StringNotContaining" then
		return stringedValue .. SPACE .. printer(unescape(val.sample), config, indentation, depth, refs)
	end

	return val:toAsymmetricMatcher()
end

local function test(val: any): boolean
	return typeof(val) == "table" and val ~= nil and val["$$typeof"] == asymmetricMatcher
end

return {
	serialize = serialize,
	test = test,
}


Prompt: --local tweenStop = TweenService:Create(stop, tweenInfo, {CFrame = model.StartMark.CFrame})

Response:
local function StartOpening()
	--model["Sound"]:Play()
	tweenStart:Play()
end

local function touched(otherPart)
	if(otherPart.Name == "HumanoidRootPart" ) then
		local player = game.Players:FindFirstChild(otherPart.Parent.Name)
		if(player) then
			print("touch")
			playersNear[player] = 1
				StartOpening()
			end
		end
	end

trigger.Touched:Connect(touched)


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- Sets whether suspension is enabled for PGS

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.RAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

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

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


Prompt: --Checks player location to see if they have already been there


Prompt:
--[[ Use the following script to program your on/off switch to do stuff. This can mean opening and closing a door, turning on and off lights, anything!
Just put what you want the button to do while on/off below.]]

Response:
Room = script.Parent

function on() --Type below what you want the button to do while it is on.
Room.L1.SpotLight.Enabled = true
end

function off() --Type below what you want the button to do while it is off.
Room.L1.SpotLight.Enabled = false
end


Prompt: -- pitch-axis rotational velocity of a part with a given CFrame and total RotVelocity

Response:
local function pitchVelocity(rotVel, cf)
	return math.abs(cf.XVector:Dot(rotVel))
end


Prompt: -- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false.

Response:
function DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment?
	if FastCast.VisualizeCasts ~= true then return nil end
	local adornment = Instance.new("ConeHandleAdornment")
	adornment.Adornee = workspace.Terrain
	adornment.CFrame = castStartCFrame
	adornment.Height = castLength
	adornment.Color3 = Color3.new()
	adornment.Radius = 0.25
	adornment.Transparency = 0.5
	adornment.Parent = GetFastCastVisualizationContainer()
	return adornment
end


Prompt: -------- OMG HAX

Response:
r = game:service("RunService")

local damage = 5

local slash_damage = 10
local lunge_damage = 10

sword = script.Parent.Handle
Tool = script.Parent

local explozion =Instance.new("Explosion")
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1

function blow(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end

	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Lunge"
	anim.Parent = Tool

	force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end

Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

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

	t = r.Stepped:wait()

	if (t - last_attack < .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)

connection = sword.Touched:connect(blow)


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

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


Prompt:
--[[
	New Zero-G Client
	Phoenix & BmanGames eeeeyyet
	Another beaut
]]

Response:
local ZeroG = game:GetService("ReplicatedStorage").Game.Events.Game.ZG

local UIS = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")

local Moving = false
local WDown  = false
local SDown  = false
local ADown  = false
local DDown  = false

local Signals = {}

local Disable = function(Lab)
	game:GetService("Workspace").Audios.Local.ZeroG:Stop()

	local Character = game:GetService("Players").LocalPlayer.Character

	for Index, Signal in pairs(Signals) do
		Signal:Disconnect()
		Signals[Index] = nil
	end

	local Humanoid = Character:WaitForChild("Humanoid")

	for Index, En in pairs(Enum.HumanoidStateType:GetEnumItems()) do
	    if En ~= Enum.HumanoidStateType.None then
	        Humanoid:SetStateEnabled(En, true)
	    end
	end

	for Index, Track in pairs(Humanoid:GetPlayingAnimationTracks()) do
		Track:Stop()
	end

	if Lab == true then StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) end

	StarterGui:SetCore("ResetButtonCallback", true)
	Character.Animate.Disabled = false

	game:GetService("RunService").RenderStepped:Wait()

	Moving = false
	WDown  = false
	SDown  = false
	ADown  = false
	DDown  = false
end

local Active = function(Lab)
	game:GetService("Workspace").Audios.Local.ZeroG:Play()

	local Character = game:GetService("Players").LocalPlayer.Character

	Character:WaitForChild("Humanoid")

	if Lab == true then Character:WaitForChild("Humanoid"):UnequipTools() end

	local Run = Character.Humanoid:LoadAnimation(Character.Animate.run.RunAnim)
	local Swim = Character.Humanoid:LoadAnimation(Character.Animate.swim.Swim)
	local SwimIdle = Character.Humanoid:LoadAnimation(Character.Animate.swimidle.SwimIdle)

	Signals.Changed = Character:WaitForChild("Humanoid").Changed:connect(function()
		Character.Humanoid.Jump = false
	end)

	Signals.Swimming = Character.HumanoidRootPart.Swimming.Changed:connect(function()
		Character.HumanoidRootPart.Swimming:Stop()
	end)

	Signals.Splash = Character.HumanoidRootPart.Splash.Changed:connect(function()
		Character.HumanoidRootPart.Splash:Stop()
	end)

	if Lab == true then StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) end

	StarterGui:SetCore("ResetButtonCallback", false)
	Character.Animate.Disabled = true

	local Humanoid = Character:WaitForChild("Humanoid")

	for Index, Track in pairs(Humanoid:GetPlayingAnimationTracks()) do
		Track:Stop()
	end

	for Index, En in pairs(Enum.HumanoidStateType:GetEnumItems()) do
	    if En ~= Enum.HumanoidStateType.None then
	        Humanoid:SetStateEnabled(En, false)
	    end
	end

	Run:Stop()
	Swim:Stop()
	SwimIdle:Play()

	Humanoid:ChangeState(Enum.HumanoidStateType.Swimming)

	Signals.Began = UIS.InputBegan:Connect(function(Input)
		if Input.UserInputType == Enum.UserInputType.Keyboard then
			if Input.KeyCode == Enum.KeyCode.W then
				WDown = true
			elseif Input.KeyCode == Enum.KeyCode.S then
				SDown = true
			elseif Input.KeyCode == Enum.KeyCode.A then
				ADown = true
			elseif Input.KeyCode == Enum.KeyCode.D then
				DDown = true
			end
		end

		if Input.UserInputType == Enum.UserInputType.Gamepad1 then
			if Input.Delta.X > 0 then
				DDown = true
	 		elseif Input.Delta.X < 0 then
				ADown = true
			end

			if Input.Delta.Y > 0 then
				WDown = true
			elseif Input.Delta.Y < 0 then
				SDown = true
			end
		end

		if Input.UserInputType == Enum.UserInputType.Touch then
			if Input.Position.X > 0 then
				DDown = true
	 		elseif Input.Position.X < 0 then
				ADown = true
			end

			if Input.Position.Y > 0 then
				WDown = true
			elseif Input.Position.Y < 0 then
				SDown = true
			end
		end
	end)

	Signals.Ended = UIS.InputEnded:Connect(function(Input)
		if Input.UserInputType == Enum.UserInputType.Keyboard then
			if Input.KeyCode == Enum.KeyCode.W then
				WDown = false
			elseif Input.KeyCode == Enum.KeyCode.S then
				SDown = false
			elseif Input.KeyCode == Enum.KeyCode.A then
				ADown = false
			elseif Input.KeyCode == Enum.KeyCode.D then
				DDown = false
			end
		end

		if Input.UserInputType == Enum.UserInputType.Gamepad1 then
			if Input.Delta.X > 0 then
				DDown = false
	 		elseif Input.Delta.X < 0 then
				ADown = false
			end

			if Input.Delta.Y > 0 then
				WDown = false
			elseif Input.Delta.Y < 0 then
				SDown = false
			end
		end

		if Input.UserInputType == Enum.UserInputType.Touch then
			if Input.Position.X > 0 then
				DDown = false
	 		elseif Input.Position.X < 0 then
				ADown = false
			end

			if Input.Position.Y > 0 then
				WDown = false
			elseif Input.Position.Y < 0 then
				SDown = false
			end
		end
	end)

	Signals.Stepped = game:GetService("RunService").RenderStepped:Connect(function()
		if WDown == true or SDown == true or ADown == true or DDown == true then
			if Moving == false then
				Moving = true
				SwimIdle:Stop()
				Swim:Play()
			end
		else
			if Moving == true then
				Moving = false
				Swim:Stop()
				SwimIdle:Play()
			end
		end
	end)
end

ZeroG.OnClientEvent:Connect(function(State, LabBool)
	if State == true then
		Active(LabBool)
	else
		Disable(LabBool)
	end
end)


Prompt: -- Disable reset button and top bar --

Response:
wait(1)
game:GetService("StarterGui"):SetCore("ResetButtonCallback", false)
game:GetService('Players').LocalPlayer:WaitForChild('PlayerGui'):SetTopbarTransparency(1)


Prompt: -------- OMG HAX

Response:
r = game:service("RunService")

local damage = 5

local slash_damage = 8
local lunge_damage = 12

sword = script.Parent.Handle
Tool = script.Parent

local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1

function blow(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end

	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Lunge"
	anim.Parent = Tool

	force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end

Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

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

	t = r.Stepped:wait()

	if (t - last_attack < .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)

connection = sword.Touched:connect(blow)


Prompt: -- DefaultValue for spare ammo

Response: local SpareAmmo = 90


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

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

	-- switch animation
	if (anim ~= currentAnimInstance) then

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

		currentAnimSpeed = 1.0

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

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

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

	end

end


Prompt: -- Compare a packed table with a packed table of predicates.

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

return function(p, x)
	if p.n ~= x.n then
		local msg = "number of args in " .. fmtArgs(x) .. " does not match number of predicates"
		return false, msg
	end

	for i = 1, x.n do
		if not p[i](x[i]) then
			local msg = fmtArgs(x) .. " does not match predicates at position " .. i
			return false, msg
		end
	end
	return true
end


Prompt:
--[[
	Controls transparency of multiple Humanoids.
]]

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

local HumanoidControllers = {}
HumanoidControllers.__index = HumanoidControllers

function HumanoidControllers.new(playerList: { Player }, whitelist: { Player }?)
	local self = {
		playerList = playerList,
		whitelist = whitelist,
	}

	self.isHiding = false

	self.humanoidControllers = {}
	for _, player in ipairs(self.playerList) do
		self.humanoidControllers[player.UserId] = HumanoidController.new(player)
	end

	self.whitelistedUserIds = {}
	if self.whitelist then
		for _, player in ipairs(self.whitelist) do
			self.whitelistedUserIds[player.UserId] = true
		end
	end

	setmetatable(self, HumanoidControllers)

	return self
end

function HumanoidControllers:showHumanoids()
	self.isHiding = false
	for userId, humanoidController in pairs(self.humanoidControllers) do
		if not self.whitelistedUserIds[userId] then
			humanoidController:show()
		end
	end
end

function HumanoidControllers:hideHumanoids()
	self.isHiding = true
	for userId, humanoidController in pairs(self.humanoidControllers) do
		if not self.whitelistedUserIds[userId] then
			humanoidController:hide()
		end
	end
end

function HumanoidControllers:addHumanoidController(player: Player)
	if not self.humanoidControllers[player.UserId] then
		self.humanoidControllers[player.UserId] = HumanoidController.new(player)

		if self.isHiding then
			self.humanoidControllers[player.UserId]:hide()
		end
	else
		warn("Error: " .. player.Name .. " already has a HumanoidController.")
	end
end

function HumanoidControllers:removeHumanoidController(player: Player)
	if self.humanoidControllers[player.UserId] then
		self.humanoidControllers[player.UserId] = nil
	else
		warn("Error: " .. player.Name .. " does not have a HumanoidController to remove.")
	end
end

function HumanoidControllers:addToWhitelist(player: Player)
	if not self.whitelistedUserIds[player.UserId] then
		self.whitelistedUserIds[player.UserId] = player
	else
		warn("Error: " .. player.Name .. " is already part of the whitelist for HumanoidControllers.")
	end
end

function HumanoidControllers:removeFromWhitelist(player: Player)
	if self.whitelistedUserIds[player.UserId] ~= nil then
		self.whitelistedUserIds[player.UserId] = nil
	else
		warn("Error: " .. player.Name .. " is not part of the whitelist for HumanoidControllers.")
	end
end

function HumanoidControllers:waitForHumanoidAnimations()
	for _, humanoidController in pairs(self.humanoidControllers) do
		if humanoidController:isAnimating() then
			humanoidController.animationCompleted.Event:Wait()
		end
	end
end

return HumanoidControllers


Prompt:
--[[**
		ensures value is an array of a strict makeup and size

		@param check The check to compare all values with

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

Response:
	function t.strictArray(...)
		local valueTypes = { ... }
		assert(t.array(t.callback)(valueTypes))

		return function(value)
			local keySuccess, keyErrMsg = arrayKeysCheck(value)
			if keySuccess == false then
				return false, string.format("[strictArray] %s", keyErrMsg or "")
			end

			-- If there's more than the set array size, disallow
			if #valueTypes < #value then
				return false, string.format("[strictArray] Array size exceeds limit of %d", #valueTypes)
			end

			for idx, typeFn in pairs(valueTypes) do
				local typeSuccess, typeErrMsg = typeFn(value[idx])
				if not typeSuccess then
					return false, string.format("[strictArray] Array index #%d - %s", idx, typeErrMsg)
				end
			end

			return true
		end
	end
end

do
	local callbackArray = t.array(t.callback)


Prompt: -- Gives the player an upgrade for completing a lap

Response:
function WaypointController:ProvideLapReward()
	AddUpgradeEvent:FireServer(self.player)
end

function WaypointController:ProvideCheckpointReward()
	TouchCheckpointEvent:FireServer(self.player)
end

function WaypointController:UpdateWaypoint()
	self.waypointPath:Destroy()
	self.WaypointPathReached:Disconnect()
	self.NodeReached:Disconnect()
	self.FinishedMoving:Disconnect()

	if self.currentWaypointIndex == #waypoints then
		-- Player is at the last waypoint
		self.currentWaypointIndex = 1
		self.currentWaypoint = waypoints[self.currentWaypointIndex]
		self:ProvideCheckpointReward()
	else
		if self.currentWaypointIndex == 1 then
			-- Cheer
			local animateScript = character:WaitForChild("Animate")
			local animation = animateScript:WaitForChild("cheer"):GetChildren()[1]
			if animation then
				local track = humanoid:LoadAnimation(animation)
				track.Priority = Enum.AnimationPriority.Action
				track:Play()
			end
		else
			-- Player has more waypoints left
			self:ProvideCheckpointReward()
		end

		self.currentWaypointIndex = self.currentWaypointIndex + 1
		self.currentWaypoint= waypoints[self.currentWaypointIndex]
	end

	self.waypointPath = WaypointPath.new(self.player, self.humanoidRoot.Position,
		self.currentWaypoint.Position)
	self.WaypointPathReached = self.waypointPath.WaypointReached:Connect(
		function()
			self:UpdateWaypoint()
		end)
	self.NodeReached = self.waypointPath.NodeReached:Connect(
		function()
			self._CooldownFinishedEvent:Fire()
		end)
	self.FinishedMoving = self.waypointPath.FinishedMoving:Connect(
		function()
			self:StopTracking()
		end)

	self.waypointPath:MoveTo()
end

return WaypointController


Prompt:
--[[
	ClassicCamera - Classic Roblox camera control module
	2018 Camera Update - AllYourBlox

	Note: This module also handles camera control types Follow and Track, the
	latter of which is currently not distinguished from Classic
--]]


Prompt: --//Setup//--

Response:
local WindLines = require(script.WindLines)
local WindShake = require(script.WindShake)

local WindSpeed = 20

local WindShakeSettings = {
	WindPower = 0.75,
	WindSpeed = WindSpeed,
	WindDirection = Vector3.new(5, 0, 5)
}

local WindLinesSettings = {
	WindDirection = Vector3.new(5, 0, 5),
	WindSpeed = WindSpeed,
	LifeTime = 9,
	SpawnRate = 15
}

local ShakableObjects = {
	"Leaf"
}


Prompt:
--- Returns the extra data associated with this command.
-- This needs to be used instead of just context.Data for reliability when not using a remote command.

Response:
function Command:GetData ()
	if self.Data then
		return self.Data
	end

	if self.Object.Data then
		self.Data = self.Object.Data(self)
	end

	return self.Data
end


Prompt:
--[[
cspeed = speed/1.298
print("FL ".. math.abs(FL.Parent.RotVelocity.Magnitude-cspeed))
print("FR ".. math.abs(FR.Parent.RotVelocity.Magnitude-cspeed))
print("RL ".. math.abs(RL.Parent.RotVelocity.Magnitude-cspeed))
print("RR ".. math.abs(RR.Parent.RotVelocity.Magnitude-cspeed))]]--
--print("Speed ".. speed/1.298)

Response:
bST = (inds.Value)*(1000*convert)
build = rpm.Value/18000

if speed > 110 and carSeat.Steer ~= 0 then


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

Response:
return function(data)
	local playergui = service.PlayerGui
	local localplayer = service.Player
	local toggle = script.Parent.Parent.Toggle

	if client.Core.Get("Chat") then
		toggle.Position = UDim2.new(1, -(45+40),1, -45)
	end

	toggle.MouseButton1Down:connect(function()
		local found = client.Core.Get("UserPanel",nil,true)
		if found then
			found.Object:Destroy()
		else
			client.Core.Make("UserPanel",{})
		end
	end)

	script.Parent.Parent.Parent = playergui
end


Prompt: -- Keep a history of the past number of frames based on FRAMES_TO_CHECK_VELOCITY

Response:
local function onHeartbeat()
	local humanoidVelocity = humanoidRootPart.Velocity
	previousVelocities[counter] = humanoidVelocity

	counter = counter + 1
	if counter > MAX_VELOCITY_HISTORY_COUNT then
		counter = 1
	end

end

RunService.Heartbeat:Connect(onHeartbeat)

local function onStateChanged(oldState, newState)
	if newState == Enum.HumanoidStateType.Landed then
		local humanoidVelocity = getAverageVelocity()
		eventData:FireServer("FallDamage", humanoidVelocity)
	end
end

humanoid.StateChanged:Connect(onStateChanged)


Prompt:
--[[
	Returns the stack trace of where the element was created that this component
	instance's properties are based on.

	Intended to be used primarily by diagnostic tools.
]]

Response:
function Component:getElementTraceback()
	return self[InternalData].virtualNode.currentElement.source
end


Prompt: -------- OMG HAX

Response:
r = game:service("RunService")

Tool = script.Parent

local sparkles = script.Parent.Handle:findFirstChild("Sparkles")

function onEquipped()
	menorahsound = Instance.new("Sound")
	menorahsound.SoundId = "http://www.roblox.com/asset/?id=19095020"
	menorahsound.Parent = Tool
	menorahsound.Volume = .4

end

function onUnequipped()
	menorahsound:Stop()
end

function onActivated()

	--active the sparkes
	if (not sparkles.Enabled) then
		sparkles.Enabled = true
		menorahsound:Play()
	else
		sparkles.Enabled = false
	end
end


Prompt: --[[Susupension]]

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


Prompt: --[ Variables ]--

Response:
local Outer = script.Parent
	local Inner = Outer:WaitForChild("Inner")
	--local Display = Outer:WaitForChild("Display")
	local Detector = Outer:WaitForChild("Detector")
	local N = Outer:WaitForChild("N")
local Player = game.Players.LocalPlayer
	local Humanoid = Player.Character:WaitForChild("Humanoid")


Prompt: -- << SETUP >>

Response:
for commandName, command in pairs(module) do
	command.Name = commandName
end

return module


Prompt:
--[[
	Joins any number of lists together into a new list
]]

Response:
local function join(...)
	local new = {}

	for listKey = 1, select("#", ...) do
		local list = select(listKey, ...)
		local len = #new

		for itemKey = 1, #list do
			if list[itemKey] == None then
				len = len - 1
			else
				new[len + itemKey] = list[itemKey]
			end
		end
	end

	return new
end

return join


Prompt: -- Update camera if it changes

Response:
workspace.Changed:connect(function (p)
	if p == "CurrentCamera" then
		camera = workspace.CurrentCamera
	end
end)


Prompt: --GET THE NEEDED INFO AND PUT IN TABLES

Response:
function getwheels(model)
	for _,i in pairs (model:GetChildren()) do
		if i:IsA("BasePart") then
			i.Anchored = false
			if i.Name == "GOING" then
				table.insert(Seats,i)
			--[[
			elseif i.Name == "Brake" then
				table.insert(Brakes,i)
				--print("Brake found")
			--]]
			end
		elseif i:IsA("Model") then
			getwheels(i)
			if i.Name == "Coupler" then
				if not cplrstr then
					cplrstr = i
				else
					FrontCoupler.model, RearCoupler.model = getclosestcoupler(cplrstr,i)
					cplrstr = nil
				end
			end
		end
	end
end

function scopinggetcoupler(model)
	local cplrs = {}
	local addtable = {}
	for _,i in pairs (model:GetChildren()) do
		if i:IsA("Model") then
			if i.Name == "Coupler" then
				table.insert(cplrs,i)
			else
				addtable = scopinggetcoupler(i)
				for _,i in pairs (addtable) do
					table.insert(cplrs,i)
				end
			end
		end
	end
	return cplrs
end

function scopinggetFront(model)
	local a = model
	if a and a.Parent then
		repeat
			a = a.Parent
		until a:FindFirstChild("Front") or a == workspace or not a.Parent
	end
	if a and a:FindFirstChild("Front") then
		return a.Front
	else
		return nil
	end
end
function scopinggetDrive(model)
	local a = model
	if a and a.Parent then
		repeat
			a = a.Parent
		until a:FindFirstChild("Drive") or a == workspace or not a.Parent
	end
	if a and a:FindFirstChild("Drive") then
		return a.Drive
	else
		return nil
	end
end

function getclosestcoupler(coupler1,coupler2)
	local tg = scopinggetFront(coupler1)
	local front, rear = nil,nil
	if coupler2 and tg then
		local dista = (coupler1.Coupler.Position-tg.Position).magnitude
		local distb = (coupler2.Coupler.Position-tg.Position).magnitude
		front = dista < distb and coupler1 or coupler2
		rear = dista < distb and coupler2 or coupler1
	elseif not coupler2 then
		front = coupler1
	end
	return front,rear
end

function updatewheels()
	for _,k in pairs (Seats) do
		k.MaxSpeed = Throttle*MAXIMUMSPEED
		k.Torque = TORQUE
		if ((k.CFrame*CFrame.new(0,0,3)).p-Front.CFrame.p).magnitude >((k.CFrame*CFrame.new(0,0,-3)).p-Front.CFrame.p).magnitude then
			k.Throttle = Reverser
		else
			k.Throttle = -Reverser
		end
	end
end


Prompt: --[[ By: Brutez. ]]

Response:
--

function onTouched(hit)
   local player = game.Players:GetPlayerFromCharacter(hit.Parent)
   if player then
       game:GetService("TeleportService"):Teleport(4641921091,player)  --replace the numbers with your place id
  end
end

script.Parent.Torso.Touched:connect(onTouched)


Prompt:
------------------------------------------------------------------------
-- reads a string
-- * has been restructured significantly compared to the original C code
------------------------------------------------------------------------

Response:
function luaX:read_string(ls, del, Token)
  self:save_and_next(ls)
  while ls.current ~= del do
    local c = ls.current
    if c == "EOZ" then
      self:lexerror(ls, "unfinished string", "TK_EOS")
    elseif self:currIsNewline(ls) then
      self:lexerror(ls, "unfinished string", "TK_STRING")
    elseif c == "\\" then
      c = self:nextc(ls)  -- do not save the '\'
      if self:currIsNewline(ls) then  -- go through
        self:save(ls, "\n")
        self:inclinenumber(ls)
      elseif c ~= "EOZ" then -- will raise an error next loop
        -- escapes handling greatly simplified here:
        local i = string.find("abfnrtv", c, 1, 1)
        if i then
          self:save(ls, string.sub("\a\b\f\n\r\t\v", i, i))
          self:nextc(ls)
        elseif not string.find(c, "%d") then
          self:save_and_next(ls)  -- handles \\, \", \', and \?
        else  -- \xxx
          c, i = 0, 0
          repeat
            c = 10 * c + ls.current
            self:nextc(ls)
            i = i + 1
          until i >= 3 or not string.find(ls.current, "%d")
          if c > 255 then  -- UCHAR_MAX
            self:lexerror(ls, "escape sequence too large", "TK_STRING")
          end
          self:save(ls, string.char(c))
        end
      end
    else
      self:save_and_next(ls)
    end--if c
  end--while
  self:save_and_next(ls)  -- skip delimiter
  Token.seminfo = string.sub(ls.buff, 2, -2)
end


Prompt:
--[[local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
numberMap = {
	{1000, 'M'},
	{900, 'CM'},
	{500, 'D'},
	{400, 'CD'},
	{100, 'C'},
	{90, 'XC'},
	{50, 'L'},
	{40, 'XL'},
	{10, 'X'},
	{9, 'IX'},
	{5, 'V'},
	{4, 'IV'},
	{1, 'I'}

}

function intToRoman(num)
	num = tonumber(num)
	local roman = ""
	while num > 0 do
		for index,v in pairs(numberMap)do
			local romanChar = v[2]
			local int = v[1]
			while num >= int do
				roman = roman..romanChar
				num = num - int
			end
		end
	end
	return roman
end

return intToRoman]]


Prompt:
--[[ Use the following script to program your on/off switch to do stuff. This can mean opening and closing a door, turning on and off lights, anything!
Just put what you want the button to do while on/off below.]]

Response:
Room = script.Parent

function on() --Type below what you want the button to do while it is on.
Room.L1.SpotLight.Enabled = true
Room.L2.SpotLight.Enabled = true
Room.L3.SpotLight.Enabled = true
Room.L4.SpotLight.Enabled = true
Room.L5.SpotLight.Enabled = true
Room.L6.SpotLight.Enabled = true
end

function off() --Type below what you want the button to do while it is off.
Room.L1.SpotLight.Enabled = false
Room.L2.SpotLight.Enabled = false
Room.L3.SpotLight.Enabled = false
Room.L4.SpotLight.Enabled = false
Room.L5.SpotLight.Enabled = false
Room.L6.SpotLight.Enabled = false
end


Prompt: -- If in-game, enable ctrl hotkeys for undoing and redoing

Response:
if Mode == 'Tool' then
	AssignHotkey({ 'LeftControl', 'Z' }, History.Undo);
	AssignHotkey({ 'RightControl', 'Z' }, History.Undo);
	AssignHotkey({ 'LeftControl', 'Y' }, History.Redo);
	AssignHotkey({ 'RightControl', 'Y' }, History.Redo);
end;

local function GetDepthFromAncestor(Item, Ancestor)
	-- Returns the depth of `Item` from `Ancestor`

	local Depth = 0

	-- Go through ancestry until reaching `Ancestor`
	while Item ~= Ancestor do
		Depth = Depth + 1
		Item = Item.Parent
	end

	-- Return depth
	return Depth
end

local function GetHighestParent(Items)
	local HighestItem, HighestItemDepth

	-- Calculate depth of each item & keep highest
	for _, Item in ipairs(Items) do
		local Depth = GetDepthFromAncestor(Item, game)
		if (not HighestItemDepth) or (Depth < HighestItemDepth) then
			HighestItem = Item
			HighestItemDepth = Depth
		end
	end

	-- Return parent of highest item
	return HighestItem and HighestItem.Parent or nil
end

function CloneSelection()
	-- Clones selected parts

	-- Make sure that there are items in the selection
	if #Selection.Items == 0 then
		return;
	end;

	-- Send the cloning request to the server
	local Clones = SyncAPI:Invoke('Clone', Selection.Items, GetHighestParent(Selection.Items))

	-- Put together the history record
	local HistoryRecord = {
		Clones = Clones;

		Unapply = function (HistoryRecord)
			-- Reverts this change

			-- Deselect the clones
			Selection.Remove(HistoryRecord.Clones, false);

			-- Remove the clones
			SyncAPI:Invoke('Remove', HistoryRecord.Clones);

		end;

		Apply = function (HistoryRecord)
			-- Reapplies this change

			-- Restore the clones
			SyncAPI:Invoke('UndoRemove', HistoryRecord.Clones);

		end;

	};

	-- Register the history record
	History.Add(HistoryRecord);

	-- Select the clones
	Selection.Replace(Clones);

	-- Flash the outlines of the new parts
	coroutine.wrap(Selection.FlashOutlines)();

end;

function DeleteSelection()
	-- Deletes selected items

	-- Put together the history record
	local HistoryRecord = {
		Parts = Support.CloneTable(Selection.Items);

		Unapply = function (HistoryRecord)
			-- Reverts this change

			-- Restore the parts
			SyncAPI:Invoke('UndoRemove', HistoryRecord.Parts);

			-- Select the restored parts
			Selection.Replace(HistoryRecord.Parts);

		end;

		Apply = function (HistoryRecord)
			-- Applies this change

			-- Deselect the parts
			Selection.Remove(HistoryRecord.Parts, false);

			-- Remove the parts
			SyncAPI:Invoke('Remove', HistoryRecord.Parts);

		end;

	};

	-- Deselect parts before deleting
	Selection.Remove(HistoryRecord.Parts, false);

	-- Perform the removal
	SyncAPI:Invoke('Remove', HistoryRecord.Parts);

	-- Register the history record
	History.Add(HistoryRecord);

end;


Prompt:
--[[*
 * Create a regular expression from the given regex source string.
 *
 * ```js
 * const picomatch = require('picomatch');
 * // picomatch.toRegex(source[, options]);
 *
 * const { output } = picomatch.parse('*.js');
 * console.log(picomatch.toRegex(output));
 * //=> /^(?:(?!\.)(?=.)[^/]*?\.js)$/
 * ```
 * @param {String} `source` Regular expression source string.
 * @param {Object} `options`
 * @return {RegExp}
 * @api public
 ]]

Response:
function picomatch.toRegex(source: string, options: Object?)
	local ok, result = pcall(function()
		local opts: Object = options or {}
		return RegExp(
			source,
			Boolean.toJSBoolean(opts.flags) and opts.flags or if Boolean.toJSBoolean(opts.nocase) then "i" else ""
		)
	end)
	if not ok then
		local err = result
		if options ~= nil and options.debug == true then
			error(err)
		end
		return RegExp("$^")
	end
	return result
end


Prompt: --		print("Keyframe : ".. frameName)

Response:
		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(0.8)
	end
end


Prompt: -- A graph object which can have dependencies.

Response:
export type Dependent = {
	update: (Dependent) -> boolean,
	dependencySet: Set<Dependency>
}


Prompt:
-----------------
--| Constants |--
-----------------

Response:
local BLAST_RADIUS = 20 -- Blast radius of the explosion
local BLAST_DAMAGE = 200 -- Amount of damage done to players
local BLAST_FORCE = 1200 -- Amount of force applied to parts

local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these


Prompt:
--[[
	Higher order component that lets the wrapped component consume the ConfigurationContext.
]]

Response:
local function withConfiguration(component)
	return function(props)
		if props.configuration then
			warn("Child component has a prop named `configuration` and will be overriden by ConfigurationContext.")
		end

		return Roact.createElement(context.Consumer, {
			render = function(configuration)
				local mergedProps = Cryo.Dictionary.join({ configuration = configuration }, props)

				return Roact.createElement(component, mergedProps)
			end,
		})
	end
end

return {
	ConfigurationProvider = ConfigurationProvider,
	withConfiguration = withConfiguration,
}


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

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


Prompt:
--[[
	Start
]]

Response:
if PATROL_ENABLED then
	coroutine.wrap(function()
		patrol()
	end)()
end


Prompt: --Returns the name of the weapon to display in a kill feed.

Response:
local function GetDamageName()
	if GetReflectedByPlayer() then
		return "Reflector"
	end
	return "Slingshot"
end


Prompt: -- Skydiving

Response:
local Skydive = require(ReplicatedStorage.Skydive)

local messageTakeoverModule = require(ReplicatedStorage:WaitForChild("MessageTakeoverModule"))

Skydive.fallSpeed = 10
Skydive.fallSpeedModifier = 20
Skydive.maxHorizontalSpeed = 30
local TELEPORT_BACK_HEIGHT = -150

local SkydiveOutOfBoundsConnection = nil


Prompt:
--!strict
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/toExponential

Response:
return function(value: string | number, fractionDigits: number?): string | nil
	local num = value
	if typeof(value) == "string" then
		-- ROBLOX FIXME: add parseInt to encapsulate this logic and use it here
		local NaN = 0 / 0
		num = tonumber(value) or NaN -- works because 0 is truthy in Lua
	end
	-- returns nil for invalid input instead of nan to be more lua-native
	if typeof(num) ~= "number" then
		return "nan"
	end

	if fractionDigits ~= nil then
		if typeof(fractionDigits) ~= "number" then
			error("TypeError: fractionDigits must be a number between 0 and 100")
		end
		if fractionDigits < 0 or fractionDigits > 100 then
			error("RangeError: fractionDigits must be between 0 and 100")
		end
	end

	local formatString
	if fractionDigits == nil then
		formatString = "%e"
	else
		formatString = "%." .. tostring(fractionDigits) .. "e"
	end

	local retval = string.format(formatString, num):gsub("%+0", "+"):gsub("%-0", "-"):gsub("0*e", "e")

	return retval
end


Prompt: -- functions

Response:
local function CreateSquad(name)
	if not name then
		name	= HttpService:GenerateGUID(false)
	end

	local squad		= script.Squad:Clone()
		squad.Name		= name
		squad.Parent	= SQUADS

	return squad
end

local function GetSquad(player)
	for _, squad in pairs(SQUADS:GetChildren()) do
		if squad:FindFirstChild(player.Name) then
			return squad
		end
	end
end

local function AddPlayerToSquad(player, squad)
	local playerValue	= Instance.new("ObjectValue")
		playerValue.Name	= player.Name
		playerValue.Value	= player
		playerValue.Parent	= squad
end

local function RemovePlayer(player)
	for _, squad in pairs(SQUADS:GetChildren()) do
		local playerValue	= squad:FindFirstChild(player.Name)

		if playerValue then
			playerValue:Destroy()
		end
	end
end


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

Response:
local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants"))

local ChatChannel = require(modulesFolder:WaitForChild("ChatChannel"))
local Speaker = require(modulesFolder:WaitForChild("Speaker"))
local Util = require(modulesFolder:WaitForChild("Util"))

local ChatLocalization = nil
pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end)
ChatLocalization = ChatLocalization or {}

if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then
	function ChatLocalization:FormatMessageToSend(key,default) return default end
end

local function allSpaces(inputString)
	local testString = string.gsub(inputString, " ", "")
	return string.len(testString) == 0
end


Prompt:
--04828543601
--5539989502

Response:
local anim1= script.Animation1
local Anim1 = humanoid:LoadAnimation(anim1)

local anim2= script.Animation2
local Anim2 = humanoid:LoadAnimation(anim2)

local anim3= script.Animation3
local Anim3 = humanoid:LoadAnimation(anim3)

local anim4= script.Animation4
local Anim4 = humanoid:LoadAnimation(anim4)

local Sound = script:WaitForChild("Haoshoku Sound")
KeysDown={}
EE = script.SF.Value
local EiEi = 1
UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.LeftShift and plr.Character.Humanoid.Health > 0 then
		if EiEi == 1 then
			EE = true
			EiEi = 2
			print(1)
		elseif EiEi == 2 then
			EE = false
			print(2)
			EiEi = 1
		end
	end
end)
UIS.InputBegan:Connect(function(Input,Dash)
	if Dash then return end
	if Input.KeyCode == Enum.KeyCode.Q and Debounce == true then
		Debounce = false
		if KeysDown.W and EE == true then
		Anim1:Play()
			local sol = game.ReplicatedStorage.DashEffect:Clone()
			sol.Parent = workspace
			sol.Anchored = true
			sol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,5) * CFrame.fromEulerAnglesXYZ(50000,0,50000)
		local BV = Instance.new("BodyVelocity", plr.Character.HumanoidRootPart)
		BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
		BV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100
		Sound:Play()
			for i = 1,5 do
				wait(0.001)
				sol.Size = sol.Size + Vector3.new(1,1,1)
			end
			BV:Destroy()
			wait(0.2)
			sol:Destroy()
		elseif KeysDown.A and EE == true then
			Anim2:Play()
			local sol = game.ReplicatedStorage.DashEffect:Clone()
			sol.Parent = workspace
			sol.Anchored = true
			sol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(-5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
			local BV = Instance.new("BodyVelocity", plr.Character.HumanoidRootPart)
			BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
			BV.Velocity = plr.Character.HumanoidRootPart.CFrame.RightVector * -100
			Sound:Play()
			for i = 1,5 do
				wait(0.001)
				sol.Size = sol.Size + Vector3.new(1,1,1)
			end
			BV:Destroy()
			wait(0.2)
			sol:Destroy()
		elseif KeysDown.D and EE == true then
			Anim3:Play()
			local sol = game.ReplicatedStorage.DashEffect:Clone()
			sol.Parent = workspace
			sol.Anchored = true
			sol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
			local BV = Instance.new("BodyVelocity", plr.Character.HumanoidRootPart)
			BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
			BV.Velocity = plr.Character.HumanoidRootPart.CFrame.RightVector * 100
			Sound:Play()
			for i = 1,5 do
				wait(0.001)
				sol.Size = sol.Size + Vector3.new(1,1,1)
			end
			BV:Destroy()
			wait(0.2)
			sol:Destroy()
		elseif KeysDown.S and EE == true then
			Anim4:Play()
			local sol = game.ReplicatedStorage.DashEffect:Clone()
			sol.Parent = workspace
			sol.Anchored = true
			sol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,-5) * CFrame.fromEulerAnglesXYZ(50000,0,50000)
			local BV = Instance.new("BodyVelocity", plr.Character.HumanoidRootPart)
			BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
			BV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * -100
			Sound:Play()
			for i = 1,5 do
				wait(0.001)
				sol.Size = sol.Size + Vector3.new(1,1,1)
			end
			BV:Destroy()
			wait(0.2)
			sol:Destroy()
		end
		-----------------------------------------------------------------------
		if KeysDown.W and EE == false then
			Anim1:Play()
			local sol = game.ReplicatedStorage.DashEffect:Clone()
			sol.Parent = workspace
			sol.Anchored = true
			sol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,5) * CFrame.fromEulerAnglesXYZ(50000,0,50000)
			local BV = Instance.new("BodyVelocity", plr.Character.HumanoidRootPart)
			BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
			BV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100
			Sound:Play()
			for i = 1,5 do
				wait(0.001)
				sol.Size = sol.Size + Vector3.new(1,1,1)
			end
			BV:Destroy()
			wait(0.2)
			sol:Destroy()
		elseif KeysDown.A and EE == false then
			Anim1:Play()
			local sol = game.ReplicatedStorage.DashEffect:Clone()
			sol.Parent = workspace
			sol.Anchored = true
			sol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(-5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
			local BV = Instance.new("BodyVelocity", plr.Character.HumanoidRootPart)
			BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
			BV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100
			Sound:Play()
			for i = 1,5 do
				wait(0.001)
				sol.Size = sol.Size + Vector3.new(1,1,1)
			end
			BV:Destroy()
			wait(0.2)
			sol:Destroy()
		elseif KeysDown.D and EE == false then
			Anim1:Play()
			local sol = game.ReplicatedStorage.DashEffect:Clone()
			sol.Parent = workspace
			sol.Anchored = true
			sol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
			local BV = Instance.new("BodyVelocity", plr.Character.HumanoidRootPart)
			BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
			BV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100
			Sound:Play()
			for i = 1,5 do
				wait(0.001)
				sol.Size = sol.Size + Vector3.new(1,1,1)
			end
			BV:Destroy()
			wait(0.2)
			sol:Destroy()
		elseif KeysDown.S and EE == false then
			Anim1:Play()
			local sol = game.ReplicatedStorage.DashEffect:Clone()
			sol.Parent = workspace
			sol.Anchored = true
			sol.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,-5) * CFrame.fromEulerAnglesXYZ(50000,0,50000)
			local BV = Instance.new("BodyVelocity", plr.Character.HumanoidRootPart)
			BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
			BV.Velocity = plr.Character.HumanoidRootPart.CFrame.lookVector * 100
			Sound:Play()
			for i = 1,5 do
				wait(0.001)
				sol.Size = sol.Size + Vector3.new(1,1,1)
			end
			BV:Destroy()
			wait(0.2)
			sol:Destroy()
		end
		wait(0.2)
		Debounce = true
	else
		KeysDown[Input.KeyCode.Name]=true
	end
end)
UIS.InputEnded:Connect(function(input)
	if input.UserInputType == Enum.UserInputType.Keyboard then
		KeysDown[input.KeyCode.Name] = nil

	end
end)


Prompt: -- Build a list of valid configuration values up for debug messages.

Response:
local defaultConfigKeys = {}
for key in pairs(defaultConfig) do
	table.insert(defaultConfigKeys, key)
end

local Config = {}

function Config.new()
	local self = {}

	self._currentConfig = setmetatable({}, {
		__index = function(_, key)
			local message = (
				"Invalid global configuration key %q. Valid configuration keys are: %s"
			):format(
				tostring(key),
				table.concat(defaultConfigKeys, ", ")
			)

			error(message, 3)
		end
	})

	-- We manually bind these methods here so that the Config's methods can be
	-- used without passing in self, since they eventually get exposed on the
	-- root Roact object.
	self.set = function(...)
		return Config.set(self, ...)
	end

	self.get = function(...)
		return Config.get(self, ...)
	end

	self.scoped = function(...)
		return Config.scoped(self, ...)
	end

	self.set(defaultConfig)

	return self
end

function Config:set(configValues)
	-- Validate values without changing any configuration.
	-- We only want to apply this configuration if it's valid!
	for key, value in pairs(configValues) do
		if defaultConfig[key] == nil then
			local message = (
				"Invalid global configuration key %q (type %s). Valid configuration keys are: %s"
			):format(
				tostring(key),
				typeof(key),
				table.concat(defaultConfigKeys, ", ")
			)

			error(message, 3)
		end

		-- Right now, all configuration values must be boolean.
		if typeof(value) ~= "boolean" then
			local message = (
				"Invalid value %q (type %s) for global configuration key %q. Valid values are: true, false"
			):format(
				tostring(value),
				typeof(value),
				tostring(key)
			)

			error(message, 3)
		end

		self._currentConfig[key] = value
	end
end

function Config:get()
	return self._currentConfig
end

function Config:scoped(configValues, callback)
	local previousValues = {}
	for key, value in pairs(self._currentConfig) do
		previousValues[key] = value
	end

	self.set(configValues)

	local success, result = pcall(callback)

	self.set(previousValues)

	assert(success, result)
end

return Config


Prompt:
-- setup emote chat hook
--Game.Players.LocalPlayer.Chatted:connect(function(msg)
--	local emote = ""
--	if (string.sub(msg, 1, 3) == "/e ") then
--		emote = string.sub(msg, 4)
--	elseif (string.sub(msg, 1, 7) == "/emote ") then
--		emote = string.sub(msg, 8)
--	end
--
--	if (pose == "Standing" and emoteNames[emote] ~= nil) then
--		playAnimation(emote, 0.1, Humanoid)
--	end
----	print("===> " .. string.sub(msg, 1, 3) .. "(" .. emote .. ")")
--end)


Prompt: --[[ Script Variables ]]

Response:
--
while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local ThumbpadFrame = nil
local TouchObject = nil
local OnInputEnded = nil	-- is defined in Create()
local OnTouchChangedCn = nil
local OnTouchEndedCn = nil
local currentMoveVector = Vector3.new(0,0,0)


Prompt: -- ALEX WAS HERE LOL

Response:
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2, ...)
	local v2, v3 = ...;
	p1.title.Text = v2;
	if v3 == "Mythical" or v3 == "Exclusive" or v3 == "Nightmare" then
		p1.title.TextColor3 = Color3.new(1, 1, 1);
		v1.Assets.UI.Raritys:FindFirstChild(v3):Clone().Parent = p1.title;
	end;
end;


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

Response:
return function(data, env)
	if env then
		setfenv(1, env)
	end

	local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing
	local playergui = service.PlayerGui
	local frame = gui.Frame
	local msg = gui.Frame.Message
	local ttl = gui.Frame.Title

	local gIndex = data.gIndex
	local gTable = data.gTable

	local title = data.Title
	local message = data.Message
	local scroll = data.Scroll
	local tim = data.Time

	if not data.Message or not data.Title then gui:Destroy() end

	ttl.Text = title
	msg.Text = message
	ttl.TextTransparency = 1
	msg.TextTransparency = 1
	ttl.TextStrokeTransparency = 1
	msg.TextStrokeTransparency = 1
	frame.BackgroundTransparency = 1

	local log  = {
		Type = "Full Screen Message";
		Title = title;
		Message = message;
		Icon = "rbxassetid://7501175708";
		Time = os.date("%X");
		Function = nil;
	}

	table.insert(client.Variables.CommunicationsHistory, log)
	service.Events.CommsPanel:Fire(log)

	local blur = service.New("BlurEffect")
	blur.Enabled = false
	blur.Size = 0
	blur.Parent = workspace.CurrentCamera

	local fadeSteps = 10
	local blurSize = 10
	local textFade = 0.1
	local strokeFade = 0.5
	local frameFade = 0.3

	local blurStep = blurSize/fadeSteps
	local frameStep = frameFade/fadeSteps
	local textStep = 0.1
	local strokeStep = 0.1
	local gone = false

	local function fadeIn()
		if not gone then
			blur.Enabled = true
			gTable:Ready()
			--gui.Parent = service.PlayerGui
			for i = 1,fadeSteps do
				if blur.Size<blurSize then
					blur.Size = blur.Size+blurStep
				end
				if msg.TextTransparency>textFade then
					msg.TextTransparency = msg.TextTransparency-textStep
					ttl.TextTransparency = ttl.TextTransparency-textStep
				end
				if msg.TextStrokeTransparency>strokeFade then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
				end
				if frame.BackgroundTransparency>frameFade then
					frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
				end
				wait(1/60)
			end
		end
	end

	local function fadeOut()
		if not gone then
			for i = 1,fadeSteps do
				if blur.Size>0 then
					blur.Size = blur.Size-blurStep
				end
				if msg.TextTransparency<1 then
					msg.TextTransparency = msg.TextTransparency+textStep
					ttl.TextTransparency = ttl.TextTransparency+textStep
				end
				if msg.TextStrokeTransparency<1 then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
				end
				if frame.BackgroundTransparency<1 then
					frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
				end
				wait(1/60)
			end
			blur.Enabled = false
			blur:Destroy()
			service.UnWrap(gui):Destroy()
			gone = true
		end
	end

	gTable.CustomDestroy = function()
		if not gone then
			gone = true
			pcall(fadeOut)
		end

		pcall(function() service.UnWrap(gui):Destroy() end)
		pcall(function() blur:Destroy() end)
	end

	--[[if not scroll then
		msg.Text = message
	else
		Routine(function()
			wait(0.5)
			for i = 1, #message do
				msg.Text = `{msg.Text}{message:sub(i,i)}`
				wait(0.05)
			end
		end)
	end--]] -- For now?

	fadeIn()
	wait(tim or 5)
	if not gone then
		fadeOut()
	end

	--[[

	frame.Position = UDim2.new(0.5,-175,-1.5,0)

	gui.Parent = playergui

	frame:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5)

	if not scroll then
		msg.Text = message
		wait(tim or 10)
	else
		wait(0.5)
		for i = 1, #message do
			msg.Text = `{msg.Text}{message:sub(i,i)}`
			wait(0.05)
		end
		wait(tim or 5)
	end

	if frame then
		frame:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5)
		wait(1)
		gui:Destroy()
	end
	--]]
end


Prompt:
--!nocheck
-- ^ change to strict to crash studio c:
-- ActiveCast class type.
-- The ActiveCast type represents a currently running cast.


Response:
local GEAR_NAME = script.Parent.Name

local function GEAR_CONTROL(gear_functions)
	local GF = gear_functions

	--Tool variables
	local TLV = {}
	local TConnections = {}

	--Tool functions

	--Tool object functions
	local function Start()
		--forming classical tool
		TLV["Equipped"] = false

		TLV["Tool"] = Instance.new("Tool")
		TLV["Tool"].CanBeDropped = false
		TLV["Tool"].Name = ""
		TLV["Tool"].TextureId = "rbxassetid://"
		--TLV["Tool"].Grip = CFrame.new(0, -0.7, 0.1, 1, 0, 0, 0, 1, 0, 0, 0, 1)

		TLV["Handle"] = GF.GenPart()
		TLV["Handle"].Name = "Handle"
		TLV["Handle"].Parent = TLV["Tool"]

		--[[
		local h_mesh = Instance.new("SpecialMesh")
		h_mesh.MeshType = "FileMesh"
		h_mesh.MeshId = "rbxassetid://"
		h_mesh.TextureId = "rbxassetid://"
		h_mesh.Scale = Vector3.new(1, 1, 1)
		h_mesh.Parent = TLV["Handle"]
		--]]

		--[[
		TLV["Sound"] = Instance.new("Sound")
		TLV["Sound"].Volume = 1
		TLV["Sound"].SoundId = "rbxassetid://"
		TLV["Sound"].Parent = TLV["Handle"]
		--]]

		--adding tool to backpack
		TLV["Tool"].Parent = GF.GetBackpack()

		--tool triggers

		--tool connections
		table.insert(TConnections, TLV["Tool"].Activated:connect(function()
			if not GF.CheckAlive() then return end

		end))
		table.insert(TConnections, TLV["Tool"].Equipped:connect(function()
			TLV["Equipped"] = true
		end))
		table.insert(TConnections, TLV["Tool"].Unequipped:connect(function()
			TLV["Equipped"] = false
		end))

	end

	local function Update() --"return false" to destroy gear control object

		return true
	end

	local function Stop()
		if TLV["Tool"] ~= nil then
			TLV["Tool"]:Destroy()
		end

		for _, conn in pairs(TConnections) do
			pcall(function()
				conn:disconnect()
			end)
		end

		TLV = nil
	end

	return {Start, Update, Stop}
end

local function GEAR_EFFECT_LOCAL(gear_functions, effect_data)
	local GF = gear_functions
	local ED = effect_data --DESCRIBE EFFECT DATA VALUES BELOW

	--Effect variables
	local EV = {}

	--Client effect functions

	--Client effect object functions
	local function Start()
		EV["StartTime"] = tick()

	end

	local function Update(in_game) --"return false" to destroy gear effect object

		return true
	end

	local function Stop()
		EV = nil
	end

	return {Start, Update, Stop}
end

return {GEAR_CONTROL, GEAR_EFFECT_LOCAL}


Prompt:
--[[ I wont' be using promises for TopbarPlus so we can ignore this method
function Maid:givePromise(promise)
	if (promise:getStatus() ~= Promise.Status.Started) then
		return promise
	end

	local newPromise = Promise.resolve(promise)
	local id = self:giveTask(newPromise)

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

	return newPromise, id
end--]]

Response:
function Maid:give(taskOrPromise)
	local taskId
	if type(taskOrPromise) == "table" and taskOrPromise.isAPromise then
		_, taskId = self:givePromise(taskOrPromise)
	else
		taskId = self:giveTask(taskOrPromise)
	end
	return taskOrPromise, taskId
end


Prompt: --Gear Ratios

Response:
	Tune.FinalDrive		= 3.15	-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	4.17		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		5.00		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		3.20	,
		--[[ 3 ]]		2.14		,
		--[[ 4 ]]		1.72		,
		--[[ 5 ]]		1.31		,
		--[[ 6 ]]		1.00		,
		--[[ 7 ]]		0.82		,
		--[[ 8 ]]		0.64		,
	}
	Tune.FDMult			= 1.6	-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt:
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder

]]

Response:
--

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
local v1 = {};
return function(p1)
	local v2 = {};
	for v3, v4 in ipairs(game.Players:GetPlayers()) do
		if p1 ~= v4 then
			local u2 = false;
			pcall(function()
				u2 = p1:IsFriendsWith(v4.UserId);
			end);
			if u2 then
				table.insert(v2, v4);
			end;
		end;
	end;
	return v2;
end;


Prompt:
--[[
	Input: Player a, Player b
	Output: Bool isTeammate

	Returns true if the players are on the same team
--]]

Response:
return function(a, b)
	if not a or not b then return nil end
	return a and b and a:IsA'Player' and b:IsA'Player' and a.Neutral==false and b.Neutral==false and a.TeamColor==b.TeamColor
end


Prompt:
--[[
Creates a barrier.
--]]

Response:
return function(CenterCF,Parent)
	--Create the container.
	local Container = Instance.new("Model")
	Container.Name = "Barrier"
	Container.Parent = Parent

	--Create the anchor parts.
	local Anchor1 = CreateAnchorPart(Vector3.new(2,1,2),CenterCF * CFrame.new(0,1.5,-11),Container)
	local Anchor2 = CreateAnchorPart(Vector3.new(2,1,2),CenterCF * CFrame.new(0,-0.5,-5),Container)
	local Anchor3 = CreateAnchorPart(Vector3.new(2,1,2),CenterCF * CFrame.new(0,-0.5,5),Container)
	local Anchor4 = CreateAnchorPart(Vector3.new(2,1,2),CenterCF * CFrame.new(0,1.5,11),Container)

	--Create the first layer of the barrier.
	local Layer1Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,0.5,-3),Container)
	local Layer1Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,0.5,3),Container)
	WeldBetween(Anchor2,Layer1Part1)
	WeldBetween(Anchor3,Layer1Part2)

	--Create the second layer of the barrier.
	local Layer2Part1 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,1.5,-6),Container)
	local Layer2Part2 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,1.5,0),Container)
	local Layer2Part3 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,1.5,6),Container)
	WeldBetween(Layer1Part1,Layer2Part1)
	WeldBetween(Layer1Part1,Layer2Part2)
	WeldBetween(Layer1Part2,Layer2Part2)
	WeldBetween(Layer1Part2,Layer2Part3)

	--Create the third layer of the barrier.
	local Layer3Part1 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,2.5,-9),Container)
	local Layer3Part2 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,2.5,-3),Container)
	local Layer3Part3 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,2.5,3),Container)
	local Layer3Part4 = CreateLowerWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,2.5,9),Container)
	WeldBetween(Anchor1,Layer3Part1)
	WeldBetween(Layer2Part1,Layer3Part1)
	WeldBetween(Layer2Part1,Layer3Part2)
	WeldBetween(Layer2Part2,Layer3Part2)
	WeldBetween(Layer2Part2,Layer3Part3)
	WeldBetween(Layer2Part3,Layer3Part3)
	WeldBetween(Layer2Part3,Layer3Part4)
	WeldBetween(Anchor4,Layer3Part4)

	--Create the fourth layer of the barrier.
	local Layer4Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,3.5,-9),Container)
	local Layer4Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,3.5,-3),Container)
	local Layer4Part3 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,3.5,3),Container)
	local Layer4Part4 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,3.5,9),Container)
	WeldBetween(Layer3Part1,Layer4Part1)
	WeldBetween(Layer3Part2,Layer4Part2)
	WeldBetween(Layer3Part3,Layer4Part3)
	WeldBetween(Layer3Part4,Layer4Part4)

	--Create the fifth layer of the barrier.
	local Layer5Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,4.5,-9),Container)
	local Layer5Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,4.5,-3),Container)
	local Layer5Part3 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,4.5,3),Container)
	local Layer5Part4 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,4.5,9),Container)
	WeldBetween(Layer4Part1,Layer5Part1)
	WeldBetween(Layer4Part2,Layer5Part2)
	WeldBetween(Layer4Part3,Layer5Part3)
	WeldBetween(Layer4Part4,Layer5Part4)

	--Create the sixth layer of the barrier.
	local Layer6Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,5.5,-8),Container)
	local Layer6Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,5.5,8),Container)
	WeldBetween(Layer5Part1,Layer6Part1)
	WeldBetween(Layer5Part2,Layer6Part1)
	WeldBetween(Layer5Part3,Layer6Part2)
	WeldBetween(Layer5Part4,Layer6Part2)

	--Create the seventh layer of the barrier.
	local Layer7Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,6.5,-7),Container)
	local Layer7Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,6.5,7),Container)
	WeldBetween(Layer6Part1,Layer7Part1)
	WeldBetween(Layer6Part2,Layer7Part2)

	--Create the eigth layer of the barrier.
	local Layer8Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,7.5,-8),Container)
	local Layer8Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,7.5,8),Container)
	WeldBetween(Layer7Part1,Layer8Part1)
	WeldBetween(Layer7Part2,Layer8Part2)

	--Create the nineth layer of the barrier.
	local Layer9Part1 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,8.5,-9),Container)
	local Layer9Part2 = CreateLowerWallPart(Vector3.new(2,1,6),CenterCF * CFrame.new(0,8.5,9),Container)
	WeldBetween(Layer8Part1,Layer9Part1)
	WeldBetween(Layer8Part2,Layer9Part2)

	--Create the tenth layer of the barrier.
	local Layer10Part1 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,9.5,-9),Container)
	local Layer10Part2 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,9.5,9),Container)
	WeldBetween(Layer9Part1,Layer10Part1)
	WeldBetween(Layer9Part2,Layer10Part2)

	--Create the eleventh layer of the barrier.
	local Layer11Part1 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,10.5,-7),Container)
	local Layer11Part2 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,10.5,7),Container)
	WeldBetween(Layer10Part1,Layer11Part1)
	WeldBetween(Layer10Part2,Layer11Part2)

	--Create the twelveth layer of the barrier.
	local Layer12Part1 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,11.5,-4),Container)
	local Layer12Part2 = CreateMiddleWallPart(Vector3.new(4,1,8),CenterCF * CFrame.new(0,11.5,4),Container)
	WeldBetween(Layer11Part1,Layer12Part1)
	WeldBetween(Layer11Part2,Layer12Part2)

	--Create the thirteenth layer of the barrier.
	local Layer13Part1 = CreateMiddleWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,12.5,-3),Container)
	local Layer13Part2 = CreateMiddleWallPart(Vector3.new(4,1,6),CenterCF * CFrame.new(0,12.5,3),Container)
	WeldBetween(Layer12Part1,Layer13Part1)
	WeldBetween(Layer12Part2,Layer13Part2)

	--Create the fourteenth layer of the barrier.
	local Layer14Part1 = CreateTopWallPart(Vector3.new(2,1,3),CenterCF * CFrame.new(0,13.5,-3.5),Container)
	local Layer14Part2 = CreateTopWallPart(Vector3.new(2,1,4),CenterCF * CFrame.new(0,13.5,0),Container)
	local Layer14Part3 = CreateTopWallPart(Vector3.new(2,1,3),CenterCF * CFrame.new(0,13.5,3.5),Container)
	WeldBetween(Layer13Part2,Layer14Part1)
	WeldBetween(Layer13Part1,Layer14Part2)
	WeldBetween(Layer13Part2,Layer14Part2)
	WeldBetween(Layer13Part2,Layer14Part3)

end


Response:
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
				if key == "k" then --Camera controls
				        if cam == ("car") then
							Camera.CameraSubject = player.Character.Humanoid
							Camera.CameraType = ("Custom")
							cam = ("freeplr")
							Camera.FieldOfView = 70
						elseif cam == ("freeplr") then
							Camera.CameraSubject = player.Character.Humanoid
							Camera.CameraType = ("Attach")
							cam = ("lockplr")
							Camera.FieldOfView = 45
				        elseif cam == ("lockplr") then
							Camera.CameraSubject = carSeat
							Camera.CameraType = ("Custom")
							cam = ("car")
							Camera.FieldOfView = 70
				        end
				elseif key == "u" then --Window controls
				 if windows == false then
					winfob.Visible = true
					windows = true
				 else windows = false
					winfob.Visible = false
				 end
			end
end)

winfob.FL.Lock.MouseButton1Click:connect(function() --Window
 if carSeat.WindowFL.Value == false then
  carSeat.WindowFL.Value = true
  carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle - 0.20
 else carSeat.WindowFL.Value = false
  carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle + 0.20
 end
end)

winfob.FR.Lock.MouseButton1Click:connect(function() --Window
 if carSeat.WindowFR.Value == false then
  carSeat.WindowFR.Value = true
  carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle + 0.20
 else carSeat.WindowFR.Value = false
  carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle - 0.20
 end
end)

winfob.RL.Lock.MouseButton1Click:connect(function() --Window
 if carSeat.WindowRL.Value == false then
  carSeat.WindowRL.Value = true
  carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle - 0.20
 else carSeat.WindowRL.Value = false
  carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle + 0.20
 end
end)

winfob.RR.Lock.MouseButton1Click:connect(function() --Window
 if carSeat.WindowRR.Value == false then
  carSeat.WindowRR.Value = true
  carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle + 0.20
 else carSeat.WindowRR.Value = false
  carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle - 0.20
 end
end)

HUB.Limiter.MouseButton1Click:connect(function() --Ignition
 if carSeat.IsOn.Value == false then
	carSeat.IsOn.Value = true
	carSeat.Startup:Play()
	wait(1)
	carSeat.Chime:Play()
else
	carSeat.IsOn.Value = false
end
end)

TR.SN.MouseButton1Click:connect(function() --Show tracker names
	script.Parent.Names.Value = true
end)

TR.HN.MouseButton1Click:connect(function() --Hide tracker names
	script.Parent.Names.Value = false
end)

carSeat.Indicator.Changed:connect(function()
	if carSeat.Indicator.Value == true then
		script.Parent.Indicator:Play()
	else
		script.Parent.Indicator2:Play()
	end
end)

carSeat.LI.Changed:connect(function()
	if carSeat.LI.Value == true then
		carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = true
		script.Parent.HUB.Left.Visible = true
	else
		carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = false
		script.Parent.HUB.Left.Visible = false
	end
end)

carSeat.RI.Changed:connect(function()
	if carSeat.RI.Value == true then
		carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = true
		script.Parent.HUB.Right.Visible = true
	else
		carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = false
		script.Parent.HUB.Right.Visible = false
	end
end)

while wait() do
	carSeat.Parent.Body.Dash.Screen.G.Time.Text = game.Lighting.TimeOfDay
	carSeat.Parent.Body.Dash.DashSc.G.Time.Text = game.Lighting.TimeOfDay
	carSeat.Parent.Body.Dash.DashSc.G.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88)))
	script.Parent.HUB.Time.Text = game.Lighting.TimeOfDay
end


Prompt:
--[[
	Assert that our expectation value is truthy
]]

Response:
function Expectation:ok()
	local result = (self.value ~= nil) == self.successCondition

	local message = formatMessage(
		self.successCondition,
		("Expected value %q to be non-nil"):format(tostring(self.value)),
		("Expected value %q to be nil"):format(tostring(self.value))
	)

	assertLevel(result, message, 3)
	self:_resetModifiers()

	return self
end


Prompt:
--------------------- TEMPLATE ASSAULT RIFLE WEAPON ---------------------------
-- Waits for the child of the specified parent

Response:
local function WaitForChild(parent, childName)
	while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end
	return parent[childName]
end
local GLib = require(206209239)


Prompt: -- functions

Response:
function stopAllAnimations()
local oldAnim = currentAnim


Prompt:
------------------------------------------------------------------------------
--------------------[ MAIN PROGRAM ]------------------------------------------
------------------------------------------------------------------------------

Response:
function DetonateExplosive()
	local GrenadePos = Main.Position

	CreateShockwave(Main.Position, S.GrenadeBlastRadius)

	Sound:Play()

	local E = Instance.new("Explosion")
	E.BlastPressure = S.GrenadeBlastPressure
	E.BlastRadius = S.GrenadeBlastRadius
	E.DestroyJointRadiusPercent = (S.GrenadeRangeBasedDamage and 0 or 1)
	E.ExplosionType = S.GrenadeExplosionType
	E.Position = GrenadePos
	E.Hit:connect(function(HObj, HDist)
		if (not IsIgnored(HObj)) and HObj.Name == "Torso" then
			if S.GrenadeRangeBasedDamage then
				local ClosestPart = nil
				local ClosestDist = math.huge

				for _, P in pairs(HObj.Parent:GetChildren()) do
					if P:IsA("BasePart") then
						local Dist = (GrenadePos - P.Position).magnitude
						if Dist < ClosestDist then
							ClosestPart = P
							ClosestDist = Dist
						end
					end
				end

				local Dir = (ClosestPart.Position - GrenadePos).unit
				local H, P = AdvRayCast(GrenadePos, Dir, 999)
				local RayHitHuman = H:IsDescendantOf(HObj.Parent)
				if (S.GrenadeRayCastExplosions and RayHitHuman) or (not S.GrenadeRayCastExplosions) then
					local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid")
					if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then
						local DistFactor = ClosestDist / S.GrenadeBlastRadius
						local DistInvert = math.max(1 - DistFactor, 0)
						local NewDamage = DistInvert * S.LethalGrenadeDamage

						local CreatorTag = Instance.new("ObjectValue")
						CreatorTag.Value = Plyr
						CreatorTag.Name = "creator"
						CreatorTag.Parent = HitHumanoid
						HitHumanoid:TakeDamage(NewDamage)
						MarkHit()
					end
				end
			else
				local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid")
				if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then
					local CreatorTag = Instance.new("ObjectValue")
					CreatorTag.Value = Plyr
					CreatorTag.Name = "creator"
					CreatorTag.Parent = HitHumanoid
					MarkHit()
				end
			end
		end
	end)
	E.Parent = game.Workspace

	Main.Transparency = 1
	Main.Anchored = true
	Main.CanCollide = false

	wait(1)

	Main:Destroy()
end

if S.TimerStartOnHit then
	local Detonated = false
	Main.Touched:connect(function(Obj)
		if IsIgnored(Obj) or Detonated then return end
		Main.Velocity = Main.Velocity / 4
		Detonated = true

		wait(S.DetonationTime)

		DetonateExplosive()
	end)
else
	spawn(function()
		local Touched = false
		Main.Touched:connect(function(Obj)
			if IsIgnored(Obj) or Touched then return end
			Touched = true
			Main.Velocity = Main.Velocity / 4
		end)
	end)
	wait(S.DetonationTime)
	DetonateExplosive()
end


Prompt: -- Mimic roblox menu when opened and closed

Response:
guiService.MenuClosed:Connect(function()
	if VRService.VREnabled then
		return
	end
	menuOpen = false
	if not IconController.controllerModeEnabled then
		IconController.setTopbarEnabled(IconController.topbarEnabled,false)
	end
end)
guiService.MenuOpened:Connect(function()
	if VRService.VREnabled then
		return
	end
	menuOpen = true
	IconController.setTopbarEnabled(false,false)
end)

bindCamera()


Prompt: -- Functional Services

Response:
uis = game:GetService("UserInputService")
tween = game:GetService("TweenService")


Prompt:
--[[
	Stores common type information used internally.

	These types may be used internally so Fusion code can type-check, but
	should never be exposed to public users, as these definitions are fair game
	for breaking changes.
]]

Response:
local Package = script.Parent
local PubTypes = require(Package.PubTypes)

type Set<T> = {[T]: any}


Prompt:
--[[ss1.Touched:connect(function()
	if IsOpen.Value == false then
		OtherDir.Value = false
		opendoor()
		wait(TimeDelay)
		closedoor()
	end
end)]]

Response:
handle.ClickDetector.MouseClick:connect(function()
	if IsOpen.Value == false then
		OtherDir.Value = false
		opendoor()
		wait(TimeDelay)
		closedoor()
	end
end)


Prompt: -- A state object which follows another state object using tweens.

Response:
export type Tween<T> = PubTypes.Tween<T> & {
	_goalState: State<T>,
	_tweenInfo: TweenInfo,
	_prevValue: T,
	_nextValue: T,
	_currentValue: T,
	_currentTweenInfo: TweenInfo,
	_currentTweenDuration: number,
	_currentTweenStartTime: number,
	_currentlyAnimating: boolean
}


Prompt: -- Using the desired target rotation and elevation, determine where the gun should point right now (smoothly turn)

Response:
function getSmoothRotation(rotations)

	local targElev = rotations[1];
	local targRot = rotations[2];

	local maxGunDepression = tankStats.GunDepression.Value;

	-- Restrict the height of travel of the gun
	if math.abs(targElev) > maxGunDepression then
		targElev = maxGunDepression*sign(targElev);
	end

	-- Once target angles are set, slowly turn turret towards them
	-- Elevation
	local elevDiff = targElev - currentElev;
	if math.abs(elevDiff) < 0.01 then -- If they're close
		currentElev = targElev;
	else -- Move towards it
		currentElev = currentElev + 0.01*sign(elevDiff);
	end

	-- Rotation
	local rotDiff = targRot - currentRot;

	if rotDiff > math.pi then
		rotDiff = rotDiff - 2*math.pi;
	elseif rotDiff < -math.pi then
		rotDiff = rotDiff + 2*math.pi;
	end

	local turretSpeed = tankStats.TurretSpeed.Value;

	if math.abs(rotDiff) < turretSpeed then -- If they're close
		currentRot = targRot;
	else -- Move towards it
		currentRot = currentRot + turretSpeed*sign(rotDiff);
	end

	-- Put rotation and elevation into an array
	local rotations = {};
	rotations[1] = targElev;
	rotations[2] = targRot;

	return rotations;
end


Prompt: -- Services

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


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

Response:
print(game.ReplicatedStorage.isBuilder:InvokeServer(), game.ReplicatedStorage.isAdmin:InvokeServer());
script.Parent.Enabled = game.ReplicatedStorage.isBuilder:InvokeServer() or game.ReplicatedStorage.isAdmin:InvokeServer();
local u1 = false;
script.Parent.TextButton.Activated:Connect(function()
	u1 = not u1;
	game.Players.LocalPlayer.Character.HumanoidRootPart.badge.toggle:InvokeServer(u1);
	script.Parent.TextButton.BackgroundColor3 = u1 and Color3.new(1, 1, 1) or Color3.new(0, 0, 0);
end);


Prompt:
--[[
	Contains deprecated methods from Reconciler. Broken out so that removing
	this shim is easy -- just delete this file and remove it from init.
]]

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

local reifyMessage = [[
Roact.reify has been renamed to Roact.mount and will be removed in a future release.
Check the call to Roact.reify at:
]]

local teardownMessage = [[
Roact.teardown has been renamed to Roact.unmount and will be removed in a future release.
Check the call to Roact.teardown at:
]]

local reconcileMessage = [[
Roact.reconcile has been renamed to Roact.update and will be removed in a future release.
Check the call to Roact.reconcile at:
]]

local function createReconcilerCompat(reconciler)
	local compat = {}

	function compat.reify(...)
		Logging.warnOnce(reifyMessage)

		return reconciler.mountVirtualTree(...)
	end

	function compat.teardown(...)
		Logging.warnOnce(teardownMessage)

		return reconciler.unmountVirtualTree(...)
	end

	function compat.reconcile(...)
		Logging.warnOnce(reconcileMessage)

		return reconciler.updateVirtualTree(...)
	end

	return compat
end

return createReconcilerCompat


Prompt: --Interface

Response:
function draw_invincibility:Enable()
	--Enable trails
	for _,v in pairs(self.particles) do
		v.Enabled = true
	end
	self.en_time = self.part_time
	self.enabled = true
end

function draw_invincibility:Disable()
	--Disable trails
	for _,v in pairs(self.particles) do
		v.Enabled = false
	end
	self.enabled = false
end

function draw_invincibility:Draw(dt, hrp_cf)
	if not self.enabled then
		self.en_time -= dt
	end
	if self.en_time > 0 and hrp_cf ~= self.hrp_cf then
		--Set invincibility CFrame
		self.invincibility:SetPrimaryPartCFrame(hrp_cf)
		self.hrp_cf = hrp_cf
	end
end

function draw_invincibility:LazyDraw(dt, hrp_cf)
	if not self.enabled then
		self.en_time -= dt
	end
	if self.en_time > 0 and hrp_cf ~= self.hrp_cf then
		--Set invincibility CFrame
		self.invincibility:SetPrimaryPartCFrame(hrp_cf)
		self.hrp_cf = hrp_cf
	end
end

return draw_invincibility


Prompt:
--player.CharacterAdded:Wait()
--player.Character:WaitForChild("Humanoid")
--player.Character:WaitForChild("HumanoidRootPart")
--camera.CameraSubject = player.Character.HumanoidRootPart

Response:
local function onCharacterAdded(character)
	character:WaitForChild("HumanoidRootPart")
	camera.CameraSubject = player.Character.HumanoidRootPart
end

game.Players.LocalPlayer.CharacterAdded:Connect(onCharacterAdded)

game:GetService("RunService").Stepped:connect(function(currTime,dt)
	if(isPlayerRevive and player.Character ~= nil) then
		local character = player.Character
		if(character:FindFirstChild("HumanoidRootPart") == nil) then
			return
		end
		local torso = character.HumanoidRootPart
		local newFrame  = 	CFrame.new(Vector3.new(torso.Position.X , torso.Position.Y + 10, torso.Position.Z - 10) + currentPosition,
			Vector3.new(torso.Position.X,  torso.Position.Y, torso.Position.Z - 10) + currentTarget)
		camera.CFrame = camera.CFrame:Lerp(newFrame, cameraSpeed * dt)
	end

end)