Prompt:
--[[script.Parent.Examinar.MouseButton1Down:connect(function()
	if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.ExaminarAberto.Visible == false then
	Saude.Variaveis.Doer.Value = true
	Timer.Barra.Size = UDim2.new(0,0,1,0)
	TS:Create(Timer.Barra, TweenInfo.new(5), {Size =  UDim2.new(1,0,1,0)}):Play()
	wait(5)
	script.Parent.Parent.ExaminarAberto.Visible = true
	script.Parent.Parent.ExaminarAberto.Base.DiagnoseHandler.Disabled = false
	Saude.Variaveis.Doer.Value = false
	end
end)]]

Response:
script.Parent.Airway.MouseButton1Down:connect(function()
	if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Airway.Visible == false then
	--Saude.Variaveis.Doer.Value = true
	--Timer.Barra.Size = UDim2.new(0,0,1,0)
	--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size =  UDim2.new(1,0,1,0)}):Play()
	--wait(.25)
	script.Parent.Parent.Circulation.Visible = false
	script.Parent.Parent.Breathing.Visible = false
	script.Parent.Parent.Airway.Visible = true
	script.Parent.Parent.Resuscitation.Visible = false

	script.Parent.Parent.Analgesic.Visible = false
	--Saude.Variaveis.Doer.Value = false
	end
end)

script.Parent.Breathing.MouseButton1Down:connect(function()
	if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Breathing.Visible == false then
	--Saude.Variaveis.Doer.Value = true
	--Timer.Barra.Size = UDim2.new(0,0,1,0)
	--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size =  UDim2.new(1,0,1,0)}):Play()
	--wait(.25)
	script.Parent.Parent.Circulation.Visible = false
	script.Parent.Parent.Breathing.Visible = true
	script.Parent.Parent.Airway.Visible = false
	script.Parent.Parent.Resuscitation.Visible = false

	script.Parent.Parent.Analgesic.Visible = false
	--Saude.Variaveis.Doer.Value = false
	end
end)

script.Parent.Circulation.MouseButton1Down:connect(function()
	if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Circulation.Visible == false then
	--Saude.Variaveis.Doer.Value = true
	--Timer.Barra.Size = UDim2.new(0,0,1,0)
	--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size =  UDim2.new(1,0,1,0)}):Play()
	--wait(.25)
	script.Parent.Parent.Circulation.Visible = true
	script.Parent.Parent.Breathing.Visible = false
	script.Parent.Parent.Airway.Visible = false
	script.Parent.Parent.Resuscitation.Visible = false

	script.Parent.Parent.Analgesic.Visible = false
	--Saude.Variaveis.Doer.Value = false
	end
end)

script.Parent.Resuscitation.MouseButton1Down:connect(function()
	if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Resuscitation.Visible == false then
	--Saude.Variaveis.Doer.Value = true
	--Timer.Barra.Size = UDim2.new(0,0,1,0)
	--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size =  UDim2.new(1,0,1,0)}):Play()
	--wait(.25)
	script.Parent.Parent.Circulation.Visible = false
	script.Parent.Parent.Breathing.Visible = false
	script.Parent.Parent.Airway.Visible = false
	script.Parent.Parent.Resuscitation.Visible = true

	script.Parent.Parent.Analgesic.Visible = false
	--Saude.Variaveis.Doer.Value = false
	end
end)

script.Parent.Analgesic.MouseButton1Down:connect(function()
	if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Analgesic.Visible == false then
	--Saude.Variaveis.Doer.Value = true
	--Timer.Barra.Size = UDim2.new(0,0,1,0)
	--TS:Create(Timer.Barra, TweenInfo.new(.25), {Size =  UDim2.new(1,0,1,0)}):Play()
	--wait(.25)
	script.Parent.Parent.Circulation.Visible = false
	script.Parent.Parent.Breathing.Visible = false
	script.Parent.Parent.Airway.Visible = false
	script.Parent.Parent.Resuscitation.Visible = false

	script.Parent.Parent.Analgesic.Visible = true
	--Saude.Variaveis.Doer.Value = false
	end
end)


Prompt: -- when player is added

Response:
game.Players.PlayerAdded:Connect( function(Player)
	Player.CharacterAdded:Connect( function(Char)
		-- get character geometry
		for _,part in pairs(Char:GetChildren()) do
			if( part:IsA("BasePart") or part:IsA("MeshPart")) then
				-- set collision group
				PhysicsService:SetPartCollisionGroup(part,"Player")
			end
		end
	end)
end)


Prompt: -- Detect mode

Response: Mode = Plugin and 'Plugin' or 'Tool';


Prompt:
--[[*
 * Compile a regular expression from the `state` object returned by the
 * [parse()](#parse) method.
 *
 * @param {Object} `state`
 * @param {Object} `options`
 * @param {Boolean} `returnOutput` Intended for implementors, this argument allows you to return the raw output from the parser.
 * @param {Boolean} `returnState` Adds the state to a `state` property on the returned regex. Useful for implementors and debugging.
 * @return {RegExp}
 * @api public
 ]]

Response:
picomatch.compileRe = function(state: Object, options: Object?, returnOutput_: boolean?, returnState_: boolean?): RegExp
	local returnOutput = returnOutput_ or false
	local returnState = returnState_ or false

	if returnOutput == true then
		return state.output
	end

	local opts: Object = options or {}
	local prepend = if Boolean.toJSBoolean(opts.contains) then "" else "^"
	local append = if Boolean.toJSBoolean(opts.contains) then "" else "$"

	local source = ("%s(?:%s)%s"):format(prepend, tostring(state.output), append)
	if typeof(state) == "table" and state.negated == true then
		source = ("^(?!%s).*$"):format(source)
	end

	local regex = picomatch.toRegex(source, options)
	if returnState == true then
		regex.state = state
	end

	return regex
end


Prompt: -- Dependencies

Response:
local WeaponData = script.Parent:WaitForChild("WeaponData")
local WeaponsSystemFolder = script.Parent
local WeaponTypes = WeaponsSystemFolder:WaitForChild("WeaponTypes")
local Libraries = WeaponsSystemFolder:WaitForChild("Libraries")
local ShoulderCamera = require(Libraries:WaitForChild("ShoulderCamera"))
local WeaponsGui = require(Libraries:WaitForChild("WeaponsGui"))
local SpringService = require(Libraries:WaitForChild("SpringService"))
local ancestorHasTag = require(Libraries:WaitForChild("ancestorHasTag"))
ShoulderCamera.SpringService = SpringService

local Configuration = WeaponsSystemFolder:WaitForChild("Configuration")
local ConfigurationValues = {
	SprintEnabled = Configuration:WaitForChild("SprintEnabled"),
	SlowZoomWalkEnabled = Configuration:WaitForChild("SlowZoomWalkEnabled"),
}

local WEAPON_TAG = "WeaponsSystemWeapon"
local WEAPON_TYPES_LOOKUP = {}

local REMOTE_EVENT_NAMES = {
	"WeaponFired",
	"WeaponHit",
	"WeaponReloadRequest",
	"WeaponReloaded",
	"WeaponReloadCanceled",
	"WeaponActivated"
}
local REMOTE_FUNCTION_NAMES = {}


Prompt:
--[[
	State
]]

Response: local startPosition = maid.instance.PrimaryPart.Position


Prompt: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -15
	Tune.RCamber		= -15
	Tune.FToe			= 0
	Tune.RToe			= 0


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

Response:
local BLAST_RADIUS = 50 -- Blast radius of the explosion
local BLAST_DAMAGE = 125 -- Amount of damage done to players
local BLAST_FORCE = 0 -- 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: --Sam

Response:
wait (1)
local larm=script.Parent:FindFirstChild("Left Arm")
local rarm=script.Parent:FindFirstChild("Right Arm")
local head=script.Parent:FindFirstChild("Head")

local health=8000 ---zombies health
local speed=14 --zombies walkspeed

local a = 0
function findNearestTorso(pos) --thanks miked for this function <3
	local list = game.Workspace:children()
	local torso = nil
	local dist = script.Range.Value
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == "Model") and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild("Torso")
			human = temp2:findFirstChild("Humanoid")
			if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
				if (temp.Position - pos).magnitude < dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
					a = a + 1
					if dist <= 3 and a == 10 then
						script.Parent.Torso["Right Shoulder"].MaxVelocity = 100000  ---attack anim <3
						script.Parent.Torso["Left Shoulder"].MaxVelocity = 100000
						script.Parent.Torso["Right Shoulder"].DesiredAngle = math.pi / 4 * 3
						script.Parent.Torso["Left Shoulder"].DesiredAngle = math.pi / 4 * -3
						script.Parent.Torso["Right Shoulder"].CurrentAngle = math.pi / 4 * 3
						script.Parent.Torso["Left Shoulder"].CurrentAngle = math.pi / 4 * -3
						wait()
						script.Parent.Torso["Right Shoulder"].MaxVelocity = 0.15
						script.Parent.Torso["Left Shoulder"].MaxVelocity = 0.15
					end
					if a == 10 then
					a = 0
					end
				end
			end
		end
	end
	return torso
end

function Hit(hit)
local human = hit.Parent:FindFirstChild("Humanoid")
if human and script.Parent.Zombie.Health>0 then
human.Health= human.Health-script.Damage.Value
end
end
larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
head.Touched:connect(Hit)

Spawn(function()
while wait(0.5) do
local target = findNearestTorso(script.Parent.Torso.Position)
if target then
script.Parent.Zombie:MoveTo(target.Position, target)
end
end
end)

script.Parent.Zombie.MaxHealth=health
script.Parent.Zombie.Health=script.Parent.Zombie.MaxHealth
script.Parent.Zombie.WalkSpeed=speed

script.Parent.Zombie.Died:connect(function()


Prompt:
--[=[
	@param instance Instance
	@return RBXScriptConnection
	Attaches the trove to a Roblox instance. Once this
	instance is removed from the game (parent or ancestor's
	parent set to `nil`), the trove will automatically
	clean up.

	:::caution
	Will throw an error if `instance` is not a descendant
	of the game hierarchy.
	:::
]=]

Response:
function Trove:AttachToInstance(instance: Instance)
	if self._cleaning then
		error("Cannot call trove:AttachToInstance() while cleaning", 2)
	elseif not instance:IsDescendantOf(game) then
		error("Instance is not a descendant of the game hierarchy", 2)
	end
	return self:Connect(instance.Destroying, function()
		self:Destroy()
	end)
end


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

Response:
local CameraUtils = {}

local FFlagUserCameraToggle do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
	end)
	FFlagUserCameraToggle = success and result
end

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


Prompt:
--	====================
--	MINIGUN
--	Make a gun delay before/after firing
--	====================

Response:
		MinigunEnabled = false;
		DelayBeforeFiring = 1;
		DelayAfterFiring = 1;


Prompt: --[[ Local Functions ]]

Response:
--
function MouseLockController:OnMouseLockToggled()
	self.isMouseLocked = not self.isMouseLocked

	if self.isMouseLocked then
		local cursorImageValueObj: StringValue = script:FindFirstChild("CursorImage") :: StringValue
		if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then
			self.savedMouseCursor = Mouse.Icon
			Mouse.Icon = cursorImageValueObj.Value
		else
			if cursorImageValueObj then
				cursorImageValueObj:Destroy()
			end
			cursorImageValueObj = Instance.new("StringValue")
			cursorImageValueObj.Name = "CursorImage"
			cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR
			cursorImageValueObj.Parent = script
			self.savedMouseCursor = Mouse.Icon
			Mouse.Icon = DEFAULT_MOUSE_LOCK_CURSOR
		end
	else
		if self.savedMouseCursor then
			Mouse.Icon = self.savedMouseCursor
			self.savedMouseCursor = nil
		end
	end

	self.mouseLockToggledEvent:Fire()
end

function MouseLockController:DoMouseLockSwitch(name, state, input)
	if state == Enum.UserInputState.Begin then
		self:OnMouseLockToggled()
		return Enum.ContextActionResult.Sink
	end
	return Enum.ContextActionResult.Pass
end

function MouseLockController:BindContextActions()
	ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input)
		return self:DoMouseLockSwitch(name, state, input)
	end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys))
end

function MouseLockController:UnbindContextActions()
	ContextActionService:UnbindAction(CONTEXT_ACTION_NAME)
end

function MouseLockController:IsMouseLocked(): boolean
	return self.enabled and self.isMouseLocked
end

function MouseLockController:EnableMouseLock(enable: boolean)
	if enable ~= self.enabled then

		self.enabled = enable

		if self.enabled then
			-- Enabling the mode
			self:BindContextActions()
		else
			-- Disabling
			-- Restore mouse cursor
			if Mouse.Icon~="" then
				Mouse.Icon = ""
			end

			self:UnbindContextActions()

			-- If the mode is disabled while being used, fire the event to toggle it off
			if self.isMouseLocked then
				self.mouseLockToggledEvent:Fire()
			end

			self.isMouseLocked = false
		end

	end
end

return MouseLockController


Prompt:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name

Response:
return function(data)
	local gui = client.UI.Prepare(script.Parent.Parent)
	local ques = gui.Frame.Main.Question
	local yes = gui.Frame.Main.Yes
	local no = gui.Frame.Main.No

	local question = data.Question
	local gTable = data.gTable
	local ans

	ques.Text = question

	yes.MouseButton1Click:connect(function()
		ans = "Yes"
		gui:Destroy()
	end)

	no.MouseButton1Click:connect(function()
		ans = "No"
		gui:Destroy()
	end)

	gTable:Ready()
	repeat wait(0.1) until ans
	return ans
end


Prompt: -- Made by Crozur

Response:
script.Parent.BillboardGui.Enabled = false

game.Players.PlayerAdded:Connect(function(plr)
	if plr.Name == ("NAME HERE") then -- Insert your name in between the ""
		wait(3) -- waits just in case player isn't loaded
		script.Parent.BillboardGui.Enabled = true -- makes it visible
		script.Parent.BillboardGui.Parent = plr.Character.Head -- Puts the title above your head, you can change the offset under BillboardGui.StudsOffset
	end
end)


Prompt: -- Checks if the player is new, otherwise will populate with saved data

Response:
Players.PlayerAdded:Connect(function(player)
	local data
	local success = pcall(function()
		data = AllPlayers:GetAsync(player.UserId)
	end)

	if success then
		local status = ""

		if not data then
			AllPlayers:SetAsync(player.UserId, true)
		else
			status = Statuses:GetAsync(player.UserId)
		end

		player:SetAttribute("status", status)
	end
end)


Prompt:
--[[
local ss = script.Sound:Clone()
ss.Parent = Cha.Torso
ss.Pitch = math.random(11, 13)/10
ss:Play()]]

Response:
--
Torso = Cha.Torso
coroutine.resume(coroutine.create(function()
local direction = Instance.new("BodyGyro", Cha.Torso)
direction.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
direction.cframe = CFrame.new(Cha.Torso.Position, mouse.Hit.p)
repeat wait()
if Cha.Torso:FindFirstChild("BodyGyro") then
direction.cframe = CFrame.new(Cha.Torso.Position, mouse.Hit.p)*CFrame.Angles(math.rad(-90),0,0)
Cha.Torso.Velocity = (direction.cframe*CFrame.Angles(math.rad(90),0,0)).lookVector.unit * 50
end
until db == false
end))
wait(15)
FlyOff()
end


Prompt:
-- given an Instance and a property-value table subset
-- returns true if all property-values in the subset table exist in the Instance
-- and returns false otherwise
-- returns nil for undefined behavior

Response:
local function instanceSubsetEquality(instance: any, subset: any): boolean | nil
	local function subsetEqualityWithContext(seenReferences)
		return function(localInstance, localSubset)
			seenReferences = seenReferences or {}

			if getType(localInstance) ~= "Instance" or not isObjectWithKeys(localSubset) then
				return nil
			end

			local instanceProperties = getRobloxProperties(localInstance.ClassName)
			local instanceChildren = {}
			for _, v in ipairs(localInstance:getChildren()) do
				instanceChildren[v.Name] = true
			end

			return Array.every(Object.keys(localSubset), function(prop)
				local subsetVal = localSubset[prop]
				if isObjectWithKeys(subsetVal) then
					-- return false for circular references
					if seenReferences[subsetVal] then
						return false
					end
					seenReferences[subsetVal] = true
				end
				local result = localInstance ~= nil
					and (table.find(instanceProperties, prop) ~= nil or instanceChildren[prop] ~= nil)
					and equals(localInstance[prop], subsetVal, { subsetEqualityWithContext(seenReferences) })

				seenReferences[subsetVal] = nil
				return result
			end)
		end
	end

	local inner = subsetEqualityWithContext()

	if inner then
		return inner(instance, subset)
	end
	return inner
end


Prompt:
-- # CODE BELOW # --
-- ^    Do not change anything else

Response:
local GoreFolder = game.ReplicatedStorage["Gore by Leveled Development"];
local Core = require(GoreFolder.Modules.Core);

local Character = script.Parent.Parent;
local Humanoid = Character:WaitForChild("Humanoid");

Humanoid.BreakJointsOnDeath = false;
Humanoid.Died:Connect(function()
	Core.Ragdoll("", Character);
end);


Prompt:
--[[
	[Horizontal and Vertical limits for head and body tracking.]
	[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
--]]

Response:
local HeadHorFactor = 1
local HeadVertFactor = 1
local BodyHorFactor = 1.5
local BodyVertFactor = 1.4


Prompt: ----- lock -----

Response:
lockInteractive.ClickDetector.MouseClick:Connect(function()
	if not doorOpen and not changingState then
		changingState = true
		if doorLocked then
			doorLocked = false
			interactive.ClickDetector.MaxActivationDistance = 12
			for i = 1, 5 do
				lock.CFrame = lock.CFrame * CFrame.new(0,0.02,0)
				handle.CFrame = handle.CFrame * CFrame.Angles(math.rad(-18),0,0)
				wait()
			end
		else
			doorLocked = true
			interactive.ClickDetector.MaxActivationDistance = 0
			for i = 1, 5 do
				lock.CFrame = lock.CFrame * CFrame.new(0,-0.02,0)
				handle.CFrame = handle.CFrame * CFrame.Angles(math.rad(18),0,0)
				wait()
			end
		end
		changingState = false
	end
end)


Prompt: --Loop For Making Rays For The Bullet's Trajectory

Response:
for i = 1, 30 do
	local thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0)
	local travelRay = Ray.new(point1,thisOffset)
	local hit, position = workspace:FindPartOnRay(travelRay, parts.Parent)

	local distance 		= (position - point1).magnitude
	round.Size				= Vector3.new(.6, distance, .6)
	round.CFrame			= CFrame.new(position, point1)
								* CFrame.new(0, 0, -distance/2)
								* CFrame.Angles(math.rad(90),0,0)
	round.Parent			= workspace
	point1					= point1 + thisOffset

	if hit then
		round:remove()
		local e = Instance.new("Explosion")
		e.BlastRadius = 5
		e.BlastPressure = 0
		e.Position = position
		e.Parent = workspace
		e.DestroyJointRadiusPercent = 0

			if hit and hit.Parent then
		if hit.Parent:FindFirstChild("Humanoid") then
			return hit.Parent.Humanoid
		elseif hit.Parent.Parent:FindFirstChild("Humanoid") then
			return hit.Parent.Parent.Humanoid

		elseif (hit.Parent.Name ==  "Hull") or (hit.Parent.Name ==  "Turret") or (hit.Parent.Name ==  "Gun") or (hit.Parent.Name ==  "Parts") then
			print("You Have Damaged a Vehicle")
			local HitSound = hit.Parent:findFirstChild("Pen"):Clone()
			HitSound.Parent = hit
			HitSound:Play()
			hit.Parent.Parent:findFirstChild("Damage").Value = hit.Parent.Parent:findFirstChild("Damage").Value - dealingdamage
			if hit.Parent.Parent:findFirstChild("Damage").Value<1 and hit.Parent.Parent:findFirstChild("Destroyed").Value == false then

			local DestroyScript = hit.Parent.Parent:findFirstChild("DestroyScript"):clone()
			DestroyScript.Parent = hit.Parent.Parent
			DestroyScript.Disabled = false

			print("Vehicle Disabled")

			end

		elseif hit.Name == "Left Arm" or hit.Name == "Left Leg" or hit.Name == "Right Arm" or hit.Name == "Right Leg" or hit.Name == "Torso" or hit.Name == "HumanoidRootPart" then
			hit.Parent:findFirstChild("Humanoid").Health = hit.Parent:findFirstChild("Humanoid").Health - dealingdamage
			print("Direct Hit a Player lmao")

		elseif hit.Parent.Name == "Face" then
			hit.Parent.Parent:findFirstChild("Humanoid").Health = hit.Parent.Parent:findFirstChild("Humanoid").Health - dealingdamage
			print("Direct Hit a Morph of a Player lmao")

		elseif (hit.Parent.Name ==  "Full") or (hit.Parent.Name ==  "Damage") then
			hit.Parent.Parent:FindFirstChild("Stats").Health.Value = hit.Parent.Parent:FindFirstChild("Stats").Health.Value - BuildDamage

		end
		end

		local players = game.Players:getChildren()
		for i = 1, #players do

			-- if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally
				character = players[i].Character
				torso = character:findFirstChild'Torso'
				if character and torso then

						torsoPos = torso.Position
						origPos = round.Position

						local ray = Ray.new(origPos, torsoPos-origPos)
						local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList)
						if hit then
							if hit.Parent == character then
								human = hit.Parent:findFirstChild("Humanoid")
								human2 = hit.Parent.Parent:findFirstChild("Humanoid")
								if human then
									distance = (position-origPos).magnitude


Prompt:
------ TESTING:
--local function _damageDestroyWithDamage()
--	local model = script.Parent


Prompt:
--[[
	Logging
]]

Response:
Log.Warn.testing("Starting client log pump")

spawn(function()
	while true do
		Log.ProcessQueue()
		wait(1)
	end
end)


Prompt: -- End of barrier visualization functions

Response:
local function _update(dt)
	if not _state then
		return
	end

	local time = _getAdjustedTime(_serverTime.Value)

	-- Update effects based on the calculated perimiter and the local player's proximity to it.
	local t = math.min(1, (time - _state.transition_time) / _state.transition_length)
	local stormPos = Util.lerp(_state.current_pos, _state.target_pos, t)
	local stormRadius = Util.lerp(_state.current_radius, _state.target_radius, t)

	-- Tween the storm position and radius to make things smooth
	local timeUntilTarget = _state.transition_length - (time - _state.transition_time)
	-- Tween position
	if stormPosTween ~= nil and stormPos == _state.target_pos then
		stormPosTween:Cancel()
		stormPosTween:Destroy()
		stormPosTween = nil
	end
	if stormPosTween == nil then
		if not stormPosSetToState then
			stormPosTweenValue.Value = stormPos
			stormPosSetToState = true
		end

		if stormPos ~= _state.target_pos then
			local tweenInfo = TweenInfo.new(timeUntilTarget, Enum.EasingStyle.Linear)
			local goal = {}
			goal.Value = _state.target_pos
			stormPosTween = TweenService:Create(stormPosTweenValue, tweenInfo, goal)
			stormPosTween:Play()
			stormPosSetToState = false
		end
	end
	-- Tween radius
	if stormRadiusTween ~= nil and stormRadius == _state.target_radius then
		stormRadiusTween:Cancel()
		stormRadiusTween:Destroy()
		stormRadiusTween = nil
	end
	if stormRadiusTween == nil then
		if not stormRadiusSetToState then
			stormRadiusTweenValue.Value = stormRadius
			stormRadiusSetToState = true
		end

		if stormRadius ~= _state.target_radius then
			local tweenInfo = TweenInfo.new(timeUntilTarget, Enum.EasingStyle.Linear)
			local goal = {}
			goal.Value = _state.target_radius
			stormRadiusTween = TweenService:Create(stormRadiusTweenValue, tweenInfo, goal)
			stormRadiusTween:Play()
			stormRadiusSetToState = false
		end
	end

	-- Minimap
	if stormPos == _state.target_pos and stormRadius == _state.target_radius and _state.nextPos and _state.nextRadius then
		-- Show next stage target as target indicator while waiting
		MinimapGui.updateStormIndicator(stormPos, stormRadius, _state.nextPos, _state.nextRadius)
	elseif stormPos == _state.target_pos and stormRadius == _state.target_radius and (not _state.nextPos or not _state.nextRadius) then
		-- Makes target essentially disappear on last stage when storm shrinks to nothing
		MinimapGui.updateStormIndicator(stormPos, stormRadius, stormPos, 1)
	else
		-- Move to current target
		MinimapGui.updateStormIndicator(stormPosTweenValue.Value, stormRadiusTweenValue.Value, _state.target_pos, _state.target_radius)
	end

	-- Calculate the distance to the perimeter for scaling other effects
	local character = Util.getClientFocus()
	if character and character.PrimaryPart then
		local playerPos = character.PrimaryPart.Position
		local playerPosXZPlane = Vector3.new(playerPos.X, 0, playerPos.Z)
		local stormPosDelta = stormPos - playerPosXZPlane

		-- Positive proximity is inside of the play area, negative is the storm
		local proximity = stormRadius - stormPosDelta.Magnitude
		local playerDir = (character.PrimaryPart.CFrame.LookVector * Vector3.new(1, 0, 1)).Unit
		local facingStorm = math.clamp(stormPosDelta.Unit:Dot(playerDir) * -1, 0, 1)

		-- Adjusting the lighting
		local stormLightingLevel = math.clamp((proximity - 100) * -0.01, 0, 1) * (facingStorm * 0.5 + 0.5)
		for k, v in pairs(_stormLighting) do
			Lighting[k] = Util.lerp(_baseLighting[k], v, stormLightingLevel)
		end

		-- Barrier visualization update
		for i, barrierPartInfo in ipairs(barrierPartInfos) do
			updateBarrierPartInfo(barrierPartInfo, playerPos, stormPosTweenValue.Value, stormRadiusTweenValue.Value, i)
		end
	end

end

local function onCharacterAdded(character)
	if #barrierPartsFolder:GetChildren() == 0 then
		-- Setup the storm barrier
		local partTemplate = ReplicatedStorage.Assets.Meshes:WaitForChild("barrierPartTemplate")
		partTemplate.Transparency = 1
		partTemplate.CanCollide = false
		partTemplate.Material = Enum.Material.ForceField
		partTemplate.TextureID = "rbxassetid://3970410602"
		partTemplate.Anchored = true
		partTemplate.CastShadow = false
		partTemplate.Color = BARRIERPART_COLOR

		for i = 1, NUMBER_OF_LARGEST_SUBDIVISIONS do
			local newPart = partTemplate:Clone()
			newPart.Name = "BarrierPart_" .. i
			newPart.Parent = barrierPartsFolder
			local stepSize = 360 / NUMBER_OF_LARGEST_SUBDIVISIONS
			barrierPartInfos[i] = getBarrierPartInfo(newPart, i * stepSize, (i + 1) * stepSize, 1, false, nil)
		end

		partTemplate:Destroy()
	end
end

Players.LocalPlayer.CharacterAdded:Connect(onCharacterAdded)
if Players.LocalPlayer.Character then
	onCharacterAdded(Players.LocalPlayer.Character)
end

Broadcast.registerHandler("BARRIER", _onStateUpdate)
RunService.RenderStepped:Connect(_update)

return nil


Prompt: --This Is for my buddys 00dino and imaginary50cent


Prompt:
-- === STORED DATA FORMAT ===
-- The format of the per-player data saved to Data Stores is as follows:
-- {
-- 	status = "banned" OR "not-banned",
-- 	expires = timestamp (int) OR nil,
-- 	reason = string OR nil,
-- 	kicks = int,
-- 	lastKick = timestamp (int)
-- }


Prompt:
--////////////////////////////// Methods
--//////////////////////////////////////

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

function methods:SendMessage(message, toChannel)
	self.SayMessageRequest:FireServer(message, toChannel)
end

function methods:RegisterSayMessageFunction(func)
	self.SayMessageRequest = func
end


Prompt:
---------------
--// Code
---------------

Response:
while true do
	script.Parent.Middle:PivotTo(pos)
	local tween = TweenService:Create(script.Parent.Middle, TweenInfo.new(600), {["CFrame"] = script.Parent.Target.CFrame})
	tween:Play()
	tween.Completed:Wait()
	task.wait(1)
end


Prompt: -- ROBLOX deviation: static definition for StackTraceConfig

Response:
export type StackTraceConfig = {
	rootDir: string,
	testMatch: Array<string>,
}

export type StackTraceOptions = { noStackTrace: boolean, noCodeFrame: boolean? }


Prompt: --{HPattern, Automatic, DualClutch, CVT}

Response:
if script.Parent.Storage.EngineType.Value ~= "Electric" then
	if script.Parent.Storage.TransmissionType.Value == "HPattern" then
		if currentgear.Value == 3 and clutch.Value == true then
	--script.Parent.Storage.AutoClutch.Value = true
	else
	--script.Parent.Storage.AutoClutch.Value = false
	end
	elseif script.Parent.Storage.TransmissionType.Value == "Automatic" then

	elseif script.Parent.Storage.TransmissionType.Value == "DualClutch" then

	elseif script.Parent.Storage.TransmissionType.Value == "CVT" then
		vvv = 0.034
		vt = 0.7
		if rpm.Value >= 5000*convert and throttle.Value >= 1 then
			if gear1.Value > 0.7 and speed > 40 then
			gear1.Value = gear1.Value - 0.02*(2-(speed/130))
			elseif gear1.Value < 0.5  then
			gear1.Value = 0.5
			end

		elseif rpm.Value <= 4900*convert then
			if gear1.Value > 4 then
				gear1.Value = 4
			else
			gear1.Value = gear1.Value + 0.028*(2-(speed/130))
			end

		end

	end
end

if carSeat.Throttle == -1 then
drive = speed/1.298
else
	if carSeat.Dyno.Value == false then
if script.Parent.Storage.Drivetrain.Value == "RWD" then
	drive =
	(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+
	(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+
	(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+
	(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+
	(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+
	(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+
	(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/8)+
	(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/8)
	orderch = ((carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/2)*1.298
	TC = rt
	torquesplit.Value = 100
	elseif script.Parent.Storage.Drivetrain.Value == "FWD" then
	drive =
	(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/2)+
	(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/2)
	orderch = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude)/2)*1.298
	torquesplit.Value = 0
	TC = ft
	elseif script.Parent.Storage.Drivetrain.Value == "AWD" then
	drive =
	(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/2)+
	(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/2)
	orderch = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/4)*1.298
	TC = (rt+ft)/2
end
	else
		if script.Parent.Storage.Drivetrain.Value == "RWD" then
	drive =
	(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/2)+
	(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/2)

	elseif script.Parent.Storage.Drivetrain.Value == "FWD" then
	drive =
	(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/2)+
	(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/2)

	elseif script.Parent.Storage.Drivetrain.Value == "AWD" then
	drive =
	(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/4)+
	(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/4)+(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/4)+
	(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/4)
end
		end
end
xxx = (gear[currentgear.Value]/final.Value)*(111)
ovo = (gear[currentgear.Value]/final.Value)*1.5
trans.Value = drive

if currentgear.Value ~= 1 then
x1x = (gear[(currentgear.Value-1)]/final.Value)*(111)
xx1 = (gear[(currentgear.Value+1)]/final.Value)*(111)
else
x1x = 1
end

tran = clutch.Clutch.Value
wheelrpm = trans.Value*xxx
four = (gear[currentgear.Value]/final.Value)
if script.Parent.Functions.ShiftDownRequested.Value ~= true and script.Parent.Functions.ShiftUpRequested.Value ~= true then
rpm.Value = (engine.Value*(1-tran))+(tran*wheelrpm)
end

checkcluch = clutch.Clutch.Value

if clutch.Value == true then
	CT = 1
else
	CT = 0
end


Response: modelname="Guard" -- Put the EXACT name of the team here


Prompt:
--[[
	Change is used to generate special prop keys that can be used to connect to
	GetPropertyChangedSignal.

	Generally, Change is indexed by a Roblox property name:

		Roact.createElement("TextBox", {
			[Roact.Change.Text] = function(rbx)
				print("The TextBox", rbx, "changed text to", rbx.Text)
			end,
		})
]]

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

local Change = {}

local changeMetatable = {
	__tostring = function(self)
		return ("RoactHostChangeEvent(%s)"):format(self.name)
	end,
}

setmetatable(Change, {
	__index = function(_self, propertyName)
		local changeListener = {
			[Type] = Type.HostChangeEvent,
			name = propertyName,
		}

		setmetatable(changeListener, changeMetatable)
		Change[propertyName] = changeListener

		return changeListener
	end,
})

return Change


Prompt: --// Modules

Response:
local SettingsS = Seat.Parent.Parent.Settings
	local Settings = require(SettingsS)

local ExplosiveMissileScript = script.SubScripts.ExplosiveMissile
local SmokeMissileScript = script.SubScripts.SmokeMissile
local HeatMissileScript = script.SubScripts.HeatMissile


Prompt: -- camera settings

Response:
player.CameraMaxZoomDistance = 0.5 -- force first person
camera.FieldOfView = 100
humanoid.CameraOffset = Vector3.new(0, 0, -1)


Prompt: --(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5

Response:
while wait() do
speed = carSeat.Velocity.Magnitude
power = 0
average = 10*((carSeat.Storage.BrakeBias.Value/100))
track = carSeat.Velocity.Unit*carSeat.CFrame.lookVector
	slipDetection = track.X+track.Z

	Right = (carSeat.Parent.Parent.Wheels.RR.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FR.Wheel.Velocity.Magnitude)/2
	Left = (carSeat.Parent.Parent.Wheels.RL.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FL.Wheel.Velocity.Magnitude)/2

	if Right > Left then
	left = true
	else
		left = false
	end

if script.OVERRIDE.Value == false then
if carSeat.Storage.ASC.Value == true then
	if carSeat.Steer ~= 0 then
		if slipDetection > 0.999 and left == true then
			script.Toggle.Value = true
		else
			script.Toggle.Value = false
		end
	else
		script.Toggle.Value = false
	end
end

if carSeat.Storage.Handbrake.Value == true then
	RLBRAKE.CanCollide = true
	RLBRAKEU.CanCollide = true
else
	if speed > 0 then
		if script.Parent.Parent.Storage.Brake.Value ~= 0 or script.Toggle.Value == true then
				if RL.RotVelocity.Magnitude + power > average then
					script.Read.Value = true
					RLBRAKE.CanCollide = true
					RLBRAKEU.CanCollide = true --print("RL")

				elseif RL.RotVelocity.Magnitude + power < average then
					 RLBRAKE.CanCollide = false script.Read.Value = false
					 RLBRAKEU.CanCollide = false
			end

		elseif script.Parent.Parent.Storage.Brake.Value == 0 and script.Toggle.Value == false then
			script.Read.Value = false
			RLBRAKE.CanCollide = false
			RLBRAKEU.CanCollide = false
		end
	end
end
else
	RLBRAKE.CanCollide = true
	RLBRAKEU.CanCollide = true
	end
end


Prompt: --[[[Default Controls]]

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

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

	--Control Mapping
	Tune.Controls = {

	--Keyboard Controls
		--Mode Toggles
		ToggleTransMode			= Enum.KeyCode.M					,
		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,

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

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

		--Handbrake
		PBrake					= Enum.KeyCode.P					,

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

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


Response:
if 	script.Parent.Parent.Parent.IsOn.Value then
	script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
	script.Parent.MouseButton1Click:connect(function()
		if car.Body.Lights.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then
			script.Parent.BackgroundColor3 = Color3.new(0,255/255,0)
			script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0)
			car.Body.Lights.L.L.L.Enabled = true
			car.Body.Lights.R.L.L.Enabled = true
			car.Body.Lights.H.L.L.Enabled = false
			for index, child in pairs(car.Body.Lights.L:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			for index, child in pairs(car.Body.Lights.R:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			for index, child in pairs(car.Body.Lights.H:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
		elseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then
			script.Parent.BackgroundColor3 = Color3.new(0,0,255/255)
			script.Parent.TextStrokeColor3 = Color3.new(0,0,255/255)
			car.Body.Lights.L.L.L.Enabled = true
			car.Body.Lights.R.L.L.Enabled = true
			car.Body.Lights.H.L.L.Enabled = true
			for index, child in pairs(car.Body.Lights.L:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			for index, child in pairs(car.Body.Lights.R:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			for index, child in pairs(car.Body.Lights.H:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
		elseif car.Body.Lights.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == true then
			script.Parent.BackgroundColor3 = Color3.new(0,0,0)
			script.Parent.TextStrokeColor3 = Color3.new(0,0,0)
			car.Body.Lights.L.L.L.Enabled = false
			car.Body.Lights.R.L.L.Enabled = false
			car.Body.Lights.H.L.L.Enabled = false
			for index, child in pairs(car.Body.Lights.L:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
			for index, child in pairs(car.Body.Lights.R:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
			for index, child in pairs(car.Body.Lights.H:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
		end
	end)

	script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
		if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 and script.Parent.Parent.Parent.IsOn.Value then
			for index, child in pairs(car.Body.Lights.B:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
			car.Body.Lights.B.L.L.Enabled = false
		else
			for index, child in pairs(car.Body.Lights.B:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			car.Body.Lights.B.L.L.Enabled = true
		end
	end)

	script.Parent.Parent.Parent.Values.Brake.Changed:connect(function()
		if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then
			for index, child in pairs(car.Body.Lights.B:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			end
			car.Body.Lights.B.L.L.Enabled = false
		else
			for index, child in pairs(car.Body.Lights.B:GetChildren()) do
			child.Material = Enum.Material.Neon
			end
			car.Body.Lights.B.L.L.Enabled = true
		end
	end)

	script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
		if script.Parent.Parent.Parent.Values.Gear.Value == -1 then
			for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
			child.Material = Enum.Material.Neon
			car.DriveSeat.Reverse:Play()
			end
		else
			for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			car.DriveSeat.Reverse:Stop()
			end
		end
	end)

	while wait() do
		if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then
		car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300
		car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)
		else
		car.DriveSeat.Reverse.Pitch = 1.3
		car.DriveSeat.Reverse.Volume = .2
		end
	end


Prompt:
------------------------------------------------------------------------
-- saves the given character into the token buffer
-- * buffer handling code removed, not used in this implementation
-- * test for maximum token buffer length not used, makes things faster
------------------------------------------------------------------------

Response:
function luaX:save(ls, c)
  local buff = ls.buff
  -- if you want to use this, please uncomment luaX.MAX_SIZET further up
  --if #buff > self.MAX_SIZET then
  --  self:lexerror(ls, "lexical element too long")
  --end
  ls.buff = buff..c
end


Prompt:
--[=[
	Fired when the catalog view is closed.

	@prop catalogViewClosed RBXScriptSignal
	@within MerchBooth
	@client
]=]

Response: uiStatesEvents.catalogViewClosed = Instance.new("BindableEvent")


Prompt: ----------SCRIPTED BY ZEDARKALIEN----------

Response:
local button = script.Parent
local frame = script.Parent.Parent:WaitForChild("Frame")
local debounce = false

button.MouseButton1Up:Connect(function()

	script.Parent.ClickSound:Play()

	if debounce == false then
		debounce = true

		frame.Visible = true
		script.Parent.Text = "CLOSE"

	elseif debounce == true then
		debounce = false

		frame.Visible = false
		script.Parent.Text = "SHOP"

	end
end)


Prompt: -- Disable PickupInfo when player is seated

Response:
local runningWhenSeated = false
local function onCharacterAdded(character)
	local characterHumanoid = character:WaitForChild("Humanoid")
	characterHumanoid.Seated:Connect(function(isSeated)
		if isSeated and PickupInfoHandler.instance.isRunning then
			runningWhenSeated = true
			PickupInfoHandler.instance:stop()
		elseif not isSeated and not PickupInfoHandler.instance.isRunning and runningWhenSeated == true then
			runningWhenSeated = false
			PickupInfoHandler.instance:start()
		end
	end)
end

localPlayer.CharacterAdded:Connect(onCharacterAdded)
if localPlayer.Character then
	onCharacterAdded(localPlayer.Character)
end

return PickupInfoHandler


Prompt: -- Parts

Response:
local TopBarPart = Home:WaitForChild("TopBarPart")

local Hook1 = Tire:WaitForChild("Hook1")
local Hook2 = Tire:WaitForChild("Hook2")
local TireMesh = Tire:WaitForChild("TireMesh")
local TireSeat = Tire:WaitForChild("TireSeat")

local RopeSupport1 = TopBar:WaitForChild("RopeSupport1")
local RopeSupport2 = TopBar:WaitForChild("RopeSupport2")


Prompt:
--[[This is just a visual little thing that looks amazing!!!1!one
	This is all local and should not affect anything you're doing serverside (or clientside)
--]]


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

Response:
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
function Messages(p1)

		local v5 = nil;

		for v2, v3 in ipairs(p1) do
		if v2 then

		else
			break;
		end;
		local v6 = nil;
		v6, v5 = unpack(v3);
		if v6 ~= "Triple Gems Boost" then
			if v6 == "Triple Gems" then
				v1.Signal.Fire("Notification", "You got x" .. v5 .. " Triple Gems Boost!", {
					color = Color3.fromRGB(255, 82, 218)
				});
			elseif v6 ~= "Super Lucky Boost" then
				if v6 == "Super Lucky" then
					v1.Signal.Fire("Notification", "You got x" .. v5 .. " Super Lucky Boost!", {
						color = Color3.fromRGB(255, 82, 218)
					});
				elseif v6 ~= "Ultra Lucky Boost" then
					if v6 == "Ultra Lucky" then
						v1.Signal.Fire("Notification", "You got x" .. v5 .. " Ultra Lucky Boost!", {
							color = Color3.fromRGB(128, 72, 173)
						});
					elseif v6 ~= "Triple Energy Boost" then
						if v6 == "Triple Energy" then
							v1.Signal.Fire("Notification", "You got x" .. v5 .. " Triple Energy Boost!", {
								color = Color3.fromRGB(255, 255, 0)
							});
						else
							v1.Signal.Fire("Notification", "You got " .. v1.Functions.Format.Commas(v5) .. " " .. v6 .. "!", {
								color = Color3.fromRGB(85, 170, 255)
							});
						end;
					else
						v1.Signal.Fire("Notification", "You got x" .. v5 .. " Triple Energy Boost!", {
							color = Color3.fromRGB(255, 255, 0)
						});
					end;
				else
					v1.Signal.Fire("Notification", "You got x" .. v5 .. " Ultra Lucky Boost!", {
						color = Color3.fromRGB(170, 85, 255)
					});
				end;
			else
				v1.Signal.Fire("Notification", "You got x" .. v5 .. " Super Lucky Boost!", {
					color = Color3.fromRGB(255, 82, 218)
				});
			end;
		else
			v1.Signal.Fire("Notification", "You got x" .. v5 .. " Triple Gems Boost!", {
				color = Color3.fromRGB(255, 82, 76)
			});
		end;
		if 1 < #p1 then
			v1.Functions.Wait(0.5);
		end;
	end;
end;
v1.Network.Fired("Rewards Redeemed"):Connect(function(p2)
	Messages(p2);
end);
v1.Signal.Fired("Rewards Redeemed"):Connect(function(p3)
	Messages(p3);
end);


Prompt:
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder

]]

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 = ...;
	p1.title.Text = v2;
	v1.Shared.ApplyRarityColor(p1.title.back, v2);
end;


Prompt: -- Controller script

Response:
local PlayerScripts = player.PlayerScripts
local Controller = PlayerScripts.Controller


Prompt: -- Unanchores all parts in a weld list.

Response:
function UnanchorWeldList(weldList)
	for i,v in pairs(weldList) do
		v.Part0.Anchored = false
		v.Part1.Anchored = false
	end
end


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

Response:
module.BubbleChatEnabled = true
module.ClassicChatEnabled = true


Prompt: --[[Flip]]

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

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


Prompt: -- Sunset time

Response:
sunset_h1,sunset_m1 = 17,20	--start
sunset_h2,sunset_m2 = 18,50	-- end
local sunset_time1 = (sunset_h1 + (sunset_m1/60)) * 60
local sunset_time2 = (sunset_h2 + (sunset_m2/60)) * 60


Prompt:
--			local frame = Instance.new("Frame", game.Workspace.PlotDisplay.SurfaceGui)
--			frame.Name = tostring(x) .. "_" .. tostring(z)
--			frame.Size = UDim2.new(1/stepsX,0,1/stepsZ,0)
--			frame.Position = UDim2.new(x/stepsX,0,z/stepsZ,0)
--			frame.BackgroundColor3 = Color3.new(0,1,0)

Response:
		end
	end
end

local function nodeInList(list, node)
	for _, otherNode in pairs(list) do
		if node.X == otherNode.X and node.Z == otherNode.Z and otherNode.f <= node.f then
			return true
		end
	end
	return false
end


Prompt: -------------------Utilities-------------------

Response:
		if(key == keys.camset.code) and on == true and cam_change == true  then--Camera Setting
				if(camset == 0) then
				game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Attach
				camset = 1
				elseif(camset == 1) then
				game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom
				camset = 0
				end
			end


Prompt:
--[=[
	@return Trove
	Constructs a Trove object.
]=]

Response:
function Trove.new()
	local self = setmetatable({}, Trove)
	self._objects = {}
	self._cleaning = false
	return self
end


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 2.36			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		1.94		,
		--[[ 3 ]]		1.28		,
		--[[ 4 ]]		.93		,
		--[[ 5 ]]		0.71		,
		--[[ 6 ]]		0.54		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt:
--created by
------------------------------------------
--Clear And Enter

Response:
function Clear()
print("Cleared")
Input = ""
end

script.Parent.Clear.ClickDetector.MouseClick:connect(Clear)

function Enter()
if Input == Code then
print("Entered")
Input = ""

local door = script.Parent.Parent.Door

door.CanCollide = false
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = door.Transparency + 0.1
wait(0.1)
door.Transparency = 0.8
wait(3)--
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = door.Transparency - 0.1
wait(0.1)
door.Transparency = 0
door.CanCollide = true

return end
Input = ""
print("Wrong Code")
end

script.Parent.Enter.ClickDetector.MouseClick:connect(Enter)


Prompt: --[[ Gamepad Support ]]

Response:
--
local THUMBSTICK_DEADZONE = 0.2


Prompt:
---------------
--// Code
---------------

Response:
while true do
	task.wait()
	count1 = count1 + 0.001*speed

	if count1 > 1 then
		count1 = 0
	end

	script.Parent.Color = Color3.fromHSV(count1,1,1)
end


Prompt: -- Use module to insert latest tool

Response:
local GetLatestTool = require(580330877);
if not GetLatestTool then
	return;
end;


Prompt: -- UI Display Screens

Response:
local curScreen = 1
local screens = {lobbyScreen1, lobbyScreen2, lobbyScreen3}


Prompt: -- Model name

Response: print("Blackeyei's Office Light Loaded")


Prompt:
-- Return the number of common items that precede in reverse direction.
-- The length of what Myers paper calls a “snake” in a reverse path.

Response:
local function countCommonItemsR(
	aStart: number,
	aIndex: number,
	bStart: number,
	bIndex: number,
	isCommon: IsCommon
): number
	local nCommon = 0
	while aStart <= aIndex and bStart <= bIndex and isCommon(aIndex, bIndex) do
		aIndex = aIndex - 1
		bIndex = bIndex - 1
		nCommon = nCommon + 1
	end
	return nCommon
end


Prompt:
--[[
	Registers the creation of an object which can be used as a dependency.

	This is used to make sure objects don't capture dependencies originating
	from inside of themselves.
]]

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

local initialisedStack = sharedState.initialisedStack

local function initDependency(dependency: PubTypes.Dependency)
	local initialisedStackSize = sharedState.initialisedStackSize

	for index, initialisedSet in ipairs(initialisedStack) do
		if index > initialisedStackSize then
			return
		end

		initialisedSet[dependency] = true
	end
end

return initDependency


Prompt: --Star Dust--

Response:
local function AttachParticleControl(source_part)

	local prtc = nil
	local prtc2 = nil

	local function Start()
		prtc = script.Stars:clone()
		prtc.Parent = source_part
		prtc2 = script.Space:clone()
		prtc2.Parent = source_part
	end

	local function Update()

	end

	local function Stop()
		if prtc ~= nil then
			prtc:destroy()
			prtc = nil
		end
		if prtc2 ~= nil then
			prtc2:destroy()
			prtc2 = nil
		end
	end

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

return AttachParticleControl


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

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

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

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

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

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

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

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

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

return CameraUtils


Prompt: --For Omega Rainbow Katana thumbnail to display a lot of particles.

Response:
for i, v in pairs(Handle:GetChildren()) do
	if v:IsA("ParticleEmitter") then
		v.Rate = 20
	end
end

Tool.Grip = Grips.Up
Tool.Enabled = true

function IsTeamMate(Player1, Player2)
	return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

function Blow(Hit)
	if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then
		return
	end
	local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
	if not RightArm then
		return
	end
	local RightGrip = RightArm:FindFirstChild("RightGrip")
	if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
		return
	end
	local character = Hit.Parent
	if character == Character then
		return
	end
	local humanoid = character:FindFirstChildOfClass("Humanoid")
	if not humanoid or humanoid.Health == 0 then
		return
	end
	local player = Players:GetPlayerFromCharacter(character)
	if player and (player == Player or IsTeamMate(Player, player)) then
		return
	end
	UntagHumanoid(humanoid)
	TagHumanoid(humanoid, Player)
	humanoid:TakeDamage(Damage)
end

function Attack()
	Damage = DamageValues.SlashDamage
	Sounds.Slash:Play()

	if Humanoid then
		if Humanoid.RigType == Enum.HumanoidRigType.R6 then
			local Anim = Instance.new("StringValue")
			Anim.Name = "toolanim"
			Anim.Value = "Slash"
			Anim.Parent = Tool
		elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
			local Anim = Tool:FindFirstChild("R15Slash")
			if Anim then
				local Track = Humanoid:LoadAnimation(Anim)
				Track:Play(0)
			end
		end
	end
end

function Lunge()
	Damage = DamageValues.LungeDamage

	Sounds.Lunge:Play()

	if Humanoid then
		if Humanoid.RigType == Enum.HumanoidRigType.R6 then
			local Anim = Instance.new("StringValue")
			Anim.Name = "toolanim"
			Anim.Value = "Lunge"
			Anim.Parent = Tool
		elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
			local Anim = Tool:FindFirstChild("R15Lunge")
			if Anim then
				local Track = Humanoid:LoadAnimation(Anim)
				Track:Play(0)
			end
		end
	end
	--[[
	if CheckIfAlive() then
		local Force = Instance.new("BodyVelocity")
		Force.velocity = Vector3.new(0, 10, 0)
		Force.maxForce = Vector3.new(0, 4000, 0)
		Debris:AddItem(Force, 0.4)
		Force.Parent = Torso
	end
	]]

	wait(0.2)
	Tool.Grip = Grips.Out
	wait(0.6)
	Tool.Grip = Grips.Up

	Damage = DamageValues.SlashDamage
end

Tool.Enabled = true
LastAttack = 0

function Activated()
	if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
		return
	end
	Tool.Enabled = false
	local Tick = RunService.Stepped:wait()
	if (Tick - LastAttack < 0.2) then
		Lunge()
	else
		Attack()
	end
	LastAttack = Tick
	--wait(0.5)
	Damage = DamageValues.BaseDamage
	local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
		Name = "R15Slash",
		AnimationId = BaseUrl .. Animations.R15Slash,
		Parent = Tool
	})

	local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
		Name = "R15Lunge",
		AnimationId = BaseUrl .. Animations.R15Lunge,
		Parent = Tool
	})
	Tool.Enabled = true
end

function CheckIfAlive()
	return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end

function Equipped()
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChildOfClass("Humanoid")
	Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
	if not CheckIfAlive() then
		return
	end
	ToolEquipped = true
	Sounds.Unsheath:Play()
end

function Unequipped()
	Tool.Grip = Grips.Up
	ToolEquipped = false
end

Tool.Activated:Connect(Activated)
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)

Connection = Handle.Touched:Connect(Blow)


Prompt:
--[[**
	ensures Lua primitive none type

	@param value The value to check against

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

Response:
t.none = primitive("nil")
t["nil"] = t.none


Prompt: -- TODO: Optimize all loops into a single thread

Response:
while true do
	local dt = wait()
	System.Parkour:Update(dt)
end


Prompt: -- Number of bullets in a clip

Response: local ClipSize = 30


Prompt: -- Water and sounds --

Response:
local water = p.Water.Mesh
local drainSound = p.Water.WaterDrainSound
local bathSound = p.Tap.BathSound
local showerSound = p.ShowerHead.Spout.ShowerSound


Prompt: --Player Manager

Response:
seat.ChildAdded:connect(function(it)
	if it:IsA("Weld") and it.Name == "SeatWeld" then
		SeatWeld = it
		local plr = game.Players:GetPlayerFromCharacter(it.Part1.Parent)
		if plr then
			local done = true
			if plr.PlayerGui:findFirstChild("Car") then
				done = false
			end
			if done then
				Player = plr
				local gui = car:Clone()
				gui.Frame.Seat.Value = seat
				gui.Parent = plr.PlayerGui
				gui.Frame.LocalScript.Disabled = false
				wait(1)
				if not it.Parent then
					endit()
				end
			else
				if it.Part1.Parent:FindFirstChild("Humanoid") then
					it.Part1.Parent.Humanoid.Jump = true
				end
			end
		end
	end
end)
seat.ChildRemoved:connect(function(it)
	if it == SeatWeld then
		endit(true)
	end
end)

function endit(plr)
	SeatWeld = nil
	Throttle = 0
	Reverser = 0
	updatewheels()
	if plr then
		if Player and Player.PlayerGui:FindFirstChild("Car") then
			Player.PlayerGui.Car:Destroy()
		end
		Player = nil
		if Bell and not BellPersistsAfterLeaving then
			script.Parent.Locotrol:Fire({["Bell"]=false})
		end
		if Horn then
			script.Parent.Locotrol:Fire({["Horn"]=false})
		end
	end
end

function FireLocotrol()
	script.Parent.Locotrol:Fire({["Rev"]=Reverser,["Th"]=Throttle,["Origin"]=seat}) --,["Br"]=Brakef,["Origin"]=seat})
end

function control(plr,tbl)
	if plr ~= Player then return end --print("plr is not Player") return end
		if tbl["Rev"] then
			if Player then
				Reverser = tbl["Rev"]
			else
				--print("no player in house")
				--print("Origin is "..tbl["Origin"]:GetFullName())
				for _,i in pairs ({FrontCoupler,RearCoupler}) do
					if tbl["Origin"] == i.drive then
						--print("found our seat")
						Reverser = tbl["Rev"] * (i.Reversed and -1 or 1)
					end
				end
			end
		end
		if tbl["Th"] then
			Throttle = tbl["Th"]
		end
		if tbl["Horn"]~=nil then
			Horn = tbl["Horn"]
			script.Parent.Locotrol:Fire({["Horn"]=tbl["Horn"]})
		end
		if tbl["Bell"]~=nil then
			Bell = tbl["Bell"]
			script.Parent.Locotrol:Fire({["Bell"]=tbl["Bell"]})
		end
		if tbl["Engine"]~=nil then
			Engine = tbl["Engine"]
			script.Parent.Locotrol:Fire({["Engine"]=tbl["Engine"]})
		end
		if tbl["Lights"]~=nil then
			Lights = tbl["Lights"]
			script.Parent.Locotrol:Fire({["Lights"]=tbl["Lights"]})
		end
		if tbl["Lights2"]~=nil then --Added additional lights
			Lights = tbl["Lights2"]
			script.Parent.Locotrol:Fire({["Lights2"]=tbl["Lights2"]})
		end
		if tbl["Lights3"]~=nil then
			Lights = tbl["Lights3"]
			script.Parent.Locotrol:Fire({["Lights3"]=tbl["Lights3"]})
		end
		if tbl["Lights4"]~=nil then
			Lights = tbl["Lights4"]
			script.Parent.Locotrol:Fire({["Lights4"]=tbl["Lights4"]})
		end
	updatewheels()
	FireLocotrol()
end

script.Parent.Controller.OnServerEvent:connect(function(plr,tbl)
	control(plr,tbl)
end)

wait(1)
getwheels(script.Parent.Parent)
updatewheels()
seat.Changed:connect(function()
	MAXIMUMSPEED=seat.MaxSpeed
	TORQUE=seat.Torque
	updatewheels()
end)
workspace.DescendantAdded:connect(function(it)
	for _,i in pairs ({FrontCoupler,RearCoupler}) do
		spawn(function()
			wait(0.5)
			if not it:IsA("ManualWeld") then return end
			if it.Part1.Parent == i.model or it.Part0.Parent == i.model then
				i.weld = it
				if not i.coupledto and it.Parent then
					local them = ((it.Part0.Parent == i.model) and it.Part1.Parent or it.Part0.Parent)
					i.coupledto = them
					local themSeat = scopinggetDrive(them)
					if themSeat == seat then
						--print("oops found myself")
						endit()
						return
					end
					i.drive = themSeat
					--print(i.drive:GetFullName())
					if not themSeat:FindFirstChild("SeatWeld") then
						wait(0.1)
						FireLocotrol()
					end
					local couplers = scopinggetcoupler(themSeat.Parent)
					local f,r = getclosestcoupler(couplers[1],couplers[2])
					i.Reversed = (i.front == (f == i.coupledto))
					if themSeat:FindFirstChild("Locotrol") then
						i.GetControls = themSeat.Locotrol.Event:connect(function(tbl)
							local d = tick()
							if d-i.LastUpdate > 0.06 then
								i.LastUpdate = d
								if not seat:FindFirstChild("SeatWeld") then
									control(nil,tbl)
								end
							end
						end)
					end
					i.WeldRemoved = it.AncestryChanged:connect(function(_,pr)
						if pr ~= workspace then
							i.WeldRemoved:disconnect()
							if i.GetControls then
								i.GetControls:disconnect()
							end
							i.GetControls = nil
							i.drive = nil
							i.coupledto = nil
							--print("WeldRemoved!")
							endit(true)
						end
					end)
					--print("Coupler all set up!")
				end
			end
		end)
	end
end)
wait(5) --changed from 60 to 5 to avoid issues with coupler welds moving to workspace and give time for other scripts to update before moving to workspace.
script.Parent.Parent.Parent = workspace --this moves it to workspace, if coupled before wait time, it removes coupler welds.


Prompt: --TODO: investigate - does ordering matter here? need to check all the faces

Response:
return {
	[Enum.NormalId.Front] = {
		{ 1, 1, -1 }, --v1 - top front right
		{ 1, -1, -1 }, --v2 - bottom front right
		{ -1, -1, -1 }, --v3 - bottom front left
		{ -1, 1, -1 }, --v4 - top front left
	},
	[Enum.NormalId.Back] = {
		{ 1, 1, 1 }, --v5 - top back right
		{ 1, -1, 1 }, --v6 - bottom back right
		{ -1, -1, 1 }, --v7 - bottom back left
		{ -1, 1, 1 },  --v8 - top back left
	},
	[Enum.NormalId.Left] = {
		{ -1, -1, -1 }, --v3 - bottom front left
		{ -1, 1, -1 }, --v4 - top front left
		{ -1, -1, 1 }, --v7 - bottom back left
		{ -1, 1, 1 },  --v8 - top back left
	},
	[Enum.NormalId.Right] = {
		{ 1, 1, -1 }, --v1 - top front right
		{ 1, -1, -1 }, --v2 - bottom front right
		{ 1, 1, 1 }, --v5 - top back right
		{ 1, -1, 1 }, --v6 - bottom back right
	},
	[Enum.NormalId.Top] = {
		{ 1, 1, -1 }, --v1 - top front right
		{ -1, 1, -1 }, --v4 - top front left
		{ 1, 1, 1 }, --v5 - top back right
		{ -1, 1, 1 },  --v8 - top back left
	},
	[Enum.NormalId.Bottom] = {
		{ 1, -1, -1 }, --v2 - bottom front right
		{ -1, -1, -1 }, --v3 - bottom front left
		{ 1, -1, 1 }, --v6 - bottom back right
		{ -1, -1, 1 }, --v7 - bottom back left
	},
}


Prompt: -- Assign hotkeys for selection clearing

Response:
AssignHotkey({ 'LeftShift', 'R' }, Support.Call(Selection.Clear, true));
AssignHotkey({ 'RightShift', 'R' }, Support.Call(Selection.Clear, true));


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

Response:
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
return function(p1)
	local v1 = Instance.new("Part");
	v1.Anchored = true;
	v1.CanCollide = false;
	v1.Transparency = 1;
	v1.Material = Enum.Material.SmoothPlastic;
	v1.CastShadow = false;
	v1.Size = Vector3.new();
	v1.CFrame = typeof(p1) == "Vector3" and CFrame.new(p1) or p1;
	v1.Name = "host";
	local v2 = Instance.new("Attachment");
	v2.Parent = v1;
	v1.Parent = u1.GameDebris;
	return v1, v2;
end;


Prompt: -- Services

Response:
MarketplaceService = Game:GetService 'MarketplaceService';
HttpService = Game:GetService 'HttpService';
Workspace = Game:GetService 'Workspace';


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 3.21		 --	[TRANSMISSION CALCULATIONS FOR NERDS]
	Tune.Ratios			= {			 --		SPEED [SPS]	 = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
		--[[Reverse]]	5.000		,--		WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
		--[[Neutral]]	0			,
		--[[ 1 ]]		3.519      	,
		--[[ 2 ]]		2.320		,
		--[[ 3 ]]		1.700		,
		--[[ 4 ]]		1.400		,
		--[[ 5 ]]		0.907		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --Get master control script

Response: local Player = game.Players.LocalPlayer


Prompt:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name

Response:
return function(data)
	local gui = script.Parent.Parent
	local playergui = service.PlayerGui
	local str = data.Message
	local time = data.Time or 15

	--client.UI.Make("HintHolder")
	local container = client.UI.Get("HintHolder",nil,true)
	if not container then
		local holder = service.New("ScreenGui")
		local hTable = client.UI.Register(holder)
		local frame = service.New("ScrollingFrame", holder)
		client.UI.Prepare(holder)
		hTable.Name = "HintHolder"
		frame.Name = "Frame"
		frame.BackgroundTransparency = 1
		frame.Size = UDim2.new(1, 0, 0,150)
		frame.CanvasSize = UDim2.new(0, 0, 0, 0)
		frame.ChildAdded:Connect(function(c)
			if #frame:GetChildren() == 0 then
				frame.Visible = false
			else
				frame.Visible = true
			end
		end)

		frame.ChildRemoved:Connect(function(c)
			if #frame:GetChildren() == 0 then
				frame.Visible = false
			else
				frame.Visible = true
			end
		end)

		container = hTable
		hTable:Ready()
	end
	container = container.Object.Frame

	--// First things first account for notif :)
	local notif = client.UI.Get("Notif")
	local topbar = client.UI.Get("TopBar")

	container.Position = UDim2.new(0,0,0,((notif and 30) or 0) + ((topbar and 40) or 0) - 35)

	local children = container:children()

	gui.Position = UDim2.new(0,0,0,-100)
	gui.Frame.msg.Text = str
	local bounds = gui.Frame.msg.TextBounds.X

	spawn(function()
		local sound = Instance.new("Sound",service.LocalContainer())
		sound.SoundId = "rbxassetid://255881176"
		sound.Volume = 0.25
		wait(0.1)
		sound:Play()
		wait(0.8)
		sound:Destroy()
	end)

	local function moveGuis(m,ignore)
		m = m or 0
		local max = #container:children()
		for i,v in pairs(container:children()) do
			if v~=ignore then
				local y = (i+m)*28
				v.Position = UDim2.new(0,0,0,y)
				if i~=max then v.Size = UDim2.new(1,0,0,28) end
			end
		end
	end

	local lom = -1
	moveGuis(-1)
	gui.Parent = container
	if #container:children()>5 then lom = -2 end
	UDim2.new(0,0,0,(#container:children()+lom)*28)
	moveGuis(-1)
	--gui:TweenPosition(UDim2.new(0,0,0,(#container:children()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end)

	if #container:children()>5 then
		local gui = container:children()[1]
		moveGuis(-2,gui)
		gui:Destroy()
		--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)
	end

	wait(data.Time or 5)

	if gui and gui.Parent then
		moveGuis(-2,gui)
		gui:Destroy()
		--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)
	end
end


Prompt: -- Définir les paramètres de la caméra

Response:
local sensitivity = 0.2 -- Sensibilité de la souris
local maxVerticalAngle = 80 -- Angle vertical maximal
local minVerticalAngle = -80 -- Angle vertical minimal


Prompt: --Attach to character added

Response:
Player.CharacterAdded:Connect(function()
	Character = Player.Character
	HRP = Character:WaitForChild("HumanoidRootPart")
	Humanoid = Character:WaitForChild("Humanoid")
	Humanoid:GetPropertyChangedSignal("Sit"):Connect(function()
		if Humanoid.Sit then
			ButtonGui.Parent = script
			AdornedSeat = nil
		end
	end)
end)


Prompt: --!strict

Response:
local Array = script.Parent
type Array<T> = { [number]: T }
local isArray = require(Array.isArray)
local LuauPolyfill = Array.Parent
type Object = { [string]: any }
local instanceof = require(LuauPolyfill.instanceof)
local Set
local Map
type mapFn<T, U> = (element: T, index: number) -> U
type mapFnWithThisArg<T, U> = (thisArg: any, element: T, index: number) -> U


Prompt: -- Container for temporary connections (disconnected automatically)

Response:
local Connections = {};

function DecorateTool.Equip()
	-- Enables the tool's equipped functionality

	-- Start up our interface
	ShowUI();

end;

function DecorateTool.Unequip()
	-- Disables the tool's equipped functionality

	-- Clear unnecessary resources
	HideUI();
	ClearConnections();

end;

function ClearConnections()
	-- Clears out temporary connections

	for ConnectionKey, Connection in pairs(Connections) do
		Connection:Disconnect();
		Connections[ConnectionKey] = nil;
	end;

end;

function ShowUI()
	-- Creates and reveals the UI

	-- Reveal UI if already created
	if DecorateTool.UI then

		-- Reveal the UI
		DecorateTool.UI.Visible = true;

		-- Update the UI every 0.1 seconds
		UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);

		-- Skip UI creation
		return;

	end;

	-- Create the UI
	DecorateTool.UI = Core.Tool.Interfaces.BTDecorateToolGUI:Clone();
	DecorateTool.UI.Parent = Core.UI;
	DecorateTool.UI.Visible = true;

	-- Enable each decoration type UI
	EnableOptionsUI(DecorateTool.UI.Smoke);
	EnableOptionsUI(DecorateTool.UI.Fire);
	EnableOptionsUI(DecorateTool.UI.Sparkles);

	-- Update the UI every 0.1 seconds
	UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);

end;


Prompt:
---Below: Only change at spaces where i say u have to xd
--but i made all functions Userfriendly for people like u alex xD

Response:
function fireB(Type,AmmoSource)
	wmissile = bin:findFirstChild("Bullet")
	missile = wmissile:clone()
	missile.CFrame = AmmoSource.CFrame
	if(smoke_at_gun == false) then missile.Smoke.Enabled = false end
	missile.WeaponScript.Disabled = false

	WM = Instance.new("Model")
	WM.Name = "Bullet"
	WM.Parent = game.Players.LocalPlayer.Character
	missile.Parent = WM

	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = game.Players.LocalPlayer
	creator_tag.Name = "creator"
	creator_tag.Parent = missile

	missile.Owner.Value = vehicle
end

function fire(pln,spn)
	local missile = bin.Rocket:clone()
	missile.CFrame = spn.CFrame * CFrame.new(0, 0, -35)
	missile.Mesh.Scale = Vector3.new(0.3, 0.3, 0.4)-- Resizer in case :3
	missile.RocketScript.Disabled = false
	missile.Parent = game.Workspace
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = game.Players.LocalPlayer
	creator_tag.Name = "creator"
	creator_tag.Parent = missile
	--Rocket ID
	--missile.Rocket_ID.Value = pln.Parts.Values.Pln_ID.Value
	--Da rest...
	missile.Owner.Value = pln
end

function move(point, engine)--Move Settings. this makes sure that the plane moves correctly. [NOT TO CHANGE!]
	local origincframe = engine:findFirstChild("BodyGyro").cframe
	size = engine.Size

	target = engine.Position+((point - engine.Position).unit*100)
	local dir = (target - engine.Position).unit
	local spawnPos = engine.Position
	left = engine.CFrame*CFrame.new(-size.x/1, 0, 0).p
	right = engine.CFrame*CFrame.new(size.x/1, 0, 0).p
	md = (target - engine.Position).magnitude

	foebmd = engine.CFrame*CFrame.new(0, 0, -md).p
	toleft = (target -left).magnitude
	toright = (target -right).magnitude
	rot = 0.5 --((foebmd - target).magnitude/(5*10))
	local pos = spawnPos + (dir * 1)
	engine:findFirstChild("BodyGyro").maxTorque = Vector3.new(9000, 9000, 9000)
	if toleft< toright and toleft >rot and taxiing == false then
		engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos,  pos + dir)*CFrame.fromAxisAngle( Vector3.new(0, 0, rot) , math.pi/ 40 )
	elseif toleft > toright and toright >rot and taxiing == false then
		engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos,  pos + dir)*CFrame.fromAxisAngle( Vector3.new(0, 0,-rot) , math.pi/ 40 )
	else
		engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos,  pos + dir)
	end
	wait(0.1)
	engine:findFirstChild("BodyGyro").maxTorque = Vector3.new(0, 0, 0)
	engine:findFirstChild("BodyGyro").cframe = origincframe
end

function computeDirection(vec)--finds the Direction of the place [NOT TO CHANGE!]
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function findPlane(player)--needed to find the plane. [NOT TO CHANGE!]
	local list = player.Character:GetChildren()
	for x = 1, #list do
		if (list[x].Name == "Plane") then
			local weld = list[x]:FindFirstChild("Parts"):FindFirstChild("Seat"):FindFirstChild("SeatWeld")
			if (weld ~= nil) and (weld.Part1.Name == "HumanoidRootPart") then
				print(list[x])
				return list[x]
			end
		end
	end
	return nil
end

function onFollow(mouse) --A function to Follow the mouse [NOT TO CHANGE!]
if(Mousefollow == false) and (on == true) then
	wait()
	Mousefollow = true
elseif(Mousefollow == true)then
	wait()
	Mousefollow = false
elseif(on == false) then
Mousefollow = false
end
end

function onButton1Down(mouse)--this is... i forgot but dont change lol xD [NOT TO CHANGE!]
	if(Mousefollow == false) then
	return
	elseif(on == false) and (Mousefollow == true) then
	Mousefollow = false
	elseif(Mousefollow == true) and (on == false) then
	Mousefollow = false
	elseif(Mousefollow == true) and (on == true) then
	local vehicle = findPlane(game:GetService("Players").LocalPlayer)
	if vehicle ~= nil and debounce == false and planedebounce == false then
	debounce = true

	controlling = true

	while Mousefollow == true do---If a error at mouse then here!!
		wait()
		local engine = vehicle.Parts.Engine
		local position = mouse.Hit
		local target = position.p
		if engine ~= nil then
		move(target, engine)
		end
		if planedebounce == true or
		controlling == false then break end
	end
	wait(.1)
	debounce = false
	end
end
end

function onButton1Up(mouse)--The mouse function yeh a mouse function lol [NOT TO CHANGE!]
	controlling = false
end
function setup(p)
local pln = p
local PS = script.Parent.Parent.Parent.PlayerGui:findFirstChild("PlaneStats").Frame


Prompt:
--[[
	Returns an array of `afterEach` hooks in FILO order
]]

Response:
function LifecycleHooks:getAfterEachHooks()
	local key = TestEnum.NodeType.AfterEach
	local hooks = {}

	for _, level in ipairs(self._stack) do
		for _, hook in ipairs(level[key]) do
			table.insert(hooks, 1, hook)
		end
	end

	return hooks
end


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

Response:
local ActiveProfileStores = ProfileService._active_profile_stores
local AutoSaveList = ProfileService._auto_save_list
local IssueQueue = ProfileService._issue_queue

local DataStoreService = game:GetService("DataStoreService")
local RunService = game:GetService("RunService")

local PlaceId = game.PlaceId
local JobId = game.JobId

local AutoSaveIndex = 1 -- Next profile to auto save
local LastAutoSave = os.clock()

local LoadIndex = 0

local ActiveProfileLoadJobs = 0 -- Number of active threads that are loading in profiles
local ActiveProfileSaveJobs = 0 -- Number of active threads that are saving profiles

local CriticalStateStart = 0 -- os.clock()

local IsStudio = RunService:IsStudio()
local IsLiveCheckActive = false

local UseMockDataStore = false
local MockDataStore = ProfileService._mock_data_store -- Mock data store used when API access is disabled

local UserMockDataStore = ProfileService._user_mock_data_store -- Separate mock data store accessed via ProfileStore.Mock
local UseMockTag = {}

local CustomWriteQueue = {
	--[[
		[store] = {
			[key] = {
				LastWrite = os.clock(),
				Queue = {callback, ...},
				CleanupJob = nil,
			},
			...
		},
		...
	--]]
}


Prompt:
-- << SETUP >>
--Autosave

Response:
spawn(function()
	while wait(autosaveInterval) do
		for player, pdata in pairs(main.pd) do
			if main.players:FindFirstChild(player.Name) == nil then
				pdata = nil
			else
				savePlayerData(player)
			end
		end
	end
end)


Prompt: --Stickmasterluke

Response:
sp=script.Parent

while sp:FindFirstChild("Scope")==nil or sp:FindFirstChild("Frame1")==nil or sp:FindFirstChild("Frame2")==nil do
	wait()
end

function update()
	sp.Scope.Position=UDim2.new(.5,-10-(sp.AbsoluteSize.y/2),0,-10)
	sp.Scope.Size=UDim2.new(0,20+sp.AbsoluteSize.y,0,20+sp.AbsoluteSize.y)
	sp.Frame1.Size=UDim2.new(0,20+((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),1,20)
	sp.Frame2.Size=UDim2.new(0,20+((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),1,20)
	sp.Frame2.Position=UDim2.new(1,-10-((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),0,-10)
end

sp.Changed:connect(update)


Prompt: -- [ SETTINGS ] --

Response:
local statsName = "Minutes" -- Your stats name
local maxItems = 50 -- Max number of items to be displayed on the leaderboard
local minValueDisplay = 1 -- Any numbers lower than this will be excluded
local maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded
local abbreviateValue = true -- The displayed number gets abbreviated to make it "human readable"
local updateEvery = 60 -- (in seconds) How often the leaderboard has to update
local headingColor = Color3.fromRGB(25, 181, 254) -- The background color of the heading


Prompt:
--[[
	Loads Module Functions for testing
	Studio Only!
	Phoenix
]]

Response:
local Run = true

if game:GetService("RunService"):IsStudio() == true or Run == true then
	for Index, Module in pairs(script.Parent.Modules:GetChildren()) do
		local Ran, Err = pcall(require(Module))

		if Err then
			warn("Module Function: ".. tostring(Module.Name) .. " ran into an error;\n".. tostring(Err))
		else
			--print("Module Function: ".. tostring(Module.Name) .. " ran with no errors")
		end
	end
end


Prompt: -- Milliseconds allowed for region queries every frame

Response: local FRAME_BUDGET = 3


Prompt:
--[[
p1.Parent = nil
p2.Parent = nil
p3.Parent = nil
p4.Parent = nil
]]

Response:
	if not enabled then
		return
	end
	enabled = false
	mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"

	wait(4.4)
	mouse.Icon = "rbxasset://textures\\GunCursor.png"
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print("Mouse not found")
		return
	end

	mouse.Icon = "rbxasset://textures\\GunCursor.png"
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	--mouse.Button1Up:connect(function() unButton1Down(mouse) end)
end


Response:
This = script.Parent
Lift = This.Parent.Parent.Parent
CustomLabel = require(This.Parent.Parent.Parent.CustomLabel)
Characters = require(script.Characters)

ArwTime = 0.2

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

Lift:WaitForChild("Floor").Changed:connect(function(floor)
  --custom indicator code--
  ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end

function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do
			for r=1,43 do
				This.Display["DIG"..ID]["D"..r].Color = (l:sub(r,r) == "1" and enabledClr or disabledClr)
			end
		end
	end
end

while wait() do
    if Lift:WaitForChild("MotorMode").Value ~= "idle" then
	    if Lift:WaitForChild("Direction").Value == 1 then
			This.Display.ARW1.U1.Color = arwFadingUp1
			This.Display.ARW1.U2.Color = arwFadingUp2
			This.Display.ARW1.U3.Color = arwFadingUp3
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = arwFadingUp1
			This.Display.ARW1.U3.Color = arwFadingUp2
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = arwFadingUp1
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
			This.Display.ARW1.U1.Color = arwFadingUp3
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
			This.Display.ARW1.U1.Color = arwFadingUp2
			This.Display.ARW1.U2.Color = arwFadingUp3
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
	    elseif Lift:WaitForChild("Direction").Value == -1 then
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = arwFadingDown1
			This.Display.ARW1.D2.Color = arwFadingDown2
			This.Display.ARW1.D3.Color = arwFadingDown3
			wait(ArwTime)
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = arwFadingDown1
			This.Display.ARW1.D3.Color = arwFadingDown2
			wait(ArwTime)
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = arwFadingDown1
			wait(ArwTime)
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = arwFadingDown3
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = arwFadingDown2
			This.Display.ARW1.D2.Color = arwFadingDown3
			This.Display.ARW1.D3.Color = disabledClr
			wait(ArwTime)
		else
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
	    end
	else
	    if Lift:WaitForChild("Direction").Value == 1 then
			This.Display.ARW1.U1.Color = arwFadingUp1
			This.Display.ARW1.U2.Color = arwFadingUp2
			This.Display.ARW1.U3.Color = arwFadingUp3
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
	    elseif Lift:WaitForChild("Direction").Value == -1 then
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = arwFadingDown1
			This.Display.ARW1.D2.Color = arwFadingDown2
			This.Display.ARW1.D3.Color = arwFadingDown3
		else
			This.Display.ARW1.U1.Color = disabledClr
			This.Display.ARW1.U2.Color = disabledClr
			This.Display.ARW1.U3.Color = disabledClr
			This.Display.ARW1.D1.Color = disabledClr
			This.Display.ARW1.D2.Color = disabledClr
			This.Display.ARW1.D3.Color = disabledClr
	    end
	end

	if Lift:WaitForChild("Mode").Value ~= "auto" then
		This.Legends.OOS.Color = oosClr
	else
		This.Legends.OOS.Color = disabledClr
	end

	if Lift.Car.Sensor:FindFirstChild("Script") then
		if Lift.Car.Sensor.Script.IsOverload.Value == true then
			This.Legends.OL.Color = overloadClr
		else
			This.Legends.OL.Color = disabledClr
		end
	end
end


Prompt: -------------------Weapons-------------------

Response:
if(key == "z") then
show_ammo = true
end

if(key == keys.minigun) and on then
		minigun_shoot = true
		while minigun_shoot do
		if(minigun.left ~= 0) then
		getBullet("GunA")
		minigun.left = minigun.left -1
		end
		if(minigun.right ~= 0) then
		getBullet("GunB")
		minigun.right = minigun.right -1
		end
		wait(shoot_rate)
		end
end

if(key == "f") and  on then
		if(missile_side == 1) then
				if(hydra.right ~= 0) then
					Getmissile("LaunchB")
					missile_side = 2
				end
		elseif(missile_side == 2) then
				if(hydra.left ~= 0) then
					Getmissile("LaunchA")
					missile_side = 1
				end
		end
end


Response:
script.Parent.Parent.Parent.Parent.Character.Parent = game.Workspace
script.Parent.BackgroundColor3 = Color3.new(0.333, 0.333, 0.333)
script.Parent.LocalScript.Disabled = false
script.Parent.Parent.Parent.Parent.Character.Humanoid.HipHeight = 1
wait(0.1)
script.Parent.Parent.Parent.Parent.Character.Humanoid.HipHeight = 0


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

Response:
local BLAST_RADIUS = 7
local BLAST_PRESSURE = 1000000

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


Prompt: ----[[ Color Settings ]]

Response:
module.BackGroundColor = Color3.new(0, 0, 0)
module.DefaultMessageColor = Color3.new(1, 1, 1)
module.DefaultNameColor = Color3.new(1, 1, 1)
module.ChatBarBackGroundColor = Color3.new(0, 0, 0)
module.ChatBarBoxColor = Color3.new(85, 0, 127)
module.ChatBarTextColor = Color3.new(255,255,255)
module.ChannelsTabUnselectedColor = Color3.new(20, 0, 0)
module.ChannelsTabSelectedColor = Color3.new(30/255, 30/255, 30/255)
module.DefaultChannelNameColor = Color3.fromRGB(35, 76, 142)
module.WhisperChannelNameColor = Color3.fromRGB(102, 14, 102)
module.ErrorMessageTextColor = Color3.fromRGB(245, 50, 50)


Prompt: -- defines subject and height of VR camera

Response:
function VRBaseCamera:GetVRFocus(subjectPosition, timeDelta)
	local lastFocus = self.lastCameraFocus or subjectPosition

	self.cameraTranslationConstraints = Vector3.new(
		self.cameraTranslationConstraints.x,
		math.min(1, self.cameraTranslationConstraints.y + timeDelta),
		self.cameraTranslationConstraints.z)

	local cameraHeightDelta = Vector3.new(0, self:GetCameraHeight(), 0)
	local newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):
			lerp(subjectPosition + cameraHeightDelta, self.cameraTranslationConstraints.y))

	return newFocus
end


Prompt:
--[[
for i, car in pairs(workspace.Cars:GetChildren()) do
	enableCarPhysics(car)
end
]]


Prompt:
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

Response:
function onRunning(speed)
	if speed > 0.75 then
		local scale = 16
		local speedToPlay = calculateRunSpeed(speed / scale)
		playAnimation("walk", 0.2, Humanoid, speedToPlay)
		pose = "Running"
	else
		if not currentlyPlayingEmote then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

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

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


Prompt: --- Update instance state and track changes.

Response:
function ScopeHierarchyItemButton:didMount()
    self:UpdateInstanceState()
    self:StartTrackingInstance()

    -- Set up content size listener
    if self.LayoutRef.current then
        local Layout = self.LayoutRef.current
        local LayoutChanged = Layout:GetPropertyChangedSignal('AbsoluteContentSize')
        self.UpdateContainerSize(UDim2.new(0, Layout.AbsoluteContentSize.X, 0, 38/2))
        self.Maid.LayoutListener = LayoutChanged:Connect(function ()
            self.UpdateContainerSize(UDim2.new(0, Layout.AbsoluteContentSize.X, 0, 38/2))
        end)
    end
end


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

Response:
local function inOutElastic(t, b, c, d, a, p)
  local s = 0;
  if t == 0 then return b end

  t = t / d * 2

  if t == 2 then return b + c end

  if not p then p = d * (0.3 * 1.5) end
  if not a then a = 0 end

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

  if t < 1 then
    t = t - 1
    return -0.5 * (a * pow(2, 10 * t) * sin((t * d - s) * (2 * pi) / p)) + b
  else
    t = t - 1
    return a * pow(2, -10 * t) * sin((t * d - s) * (2 * pi) / p ) * 0.5 + c + b
  end
end


Prompt:
--[[
{Madwork}

-[MadworkMaid]---------------------------------------
	Madwork implementation of Maid.lua

	Functions:

		MadworkMaid.NewMaid() --> [Maid]
		MadworkMaid.Cleanup(task, params...)

	Members [Maid]:

		Maid:AddCleanupTask(task) --> cleanup_of_one [function] (...) -- Returned function can be called to cleanup the individual task
		Maid:RemoveCleanupTask(task)
		Maid:Cleanup(params...)

	Notice: "params..." argument is optional and can be used to pass arguments to cleanup functions

--]]


Prompt:
--[[
	Package link auto-generated by Rotriever
]]

Response:
local PackageIndex = script.Parent._Index

local Package = require(PackageIndex["InputType"]["InputType"])

return Package


Prompt: -- Encuentra el sonido llamado "hyperx" en el servicio de sonido

Response: local sound = soundService:FindFirstChild("square")


Prompt: --new e

Response:
newe = script.E:clone()
newe.Text = child.Value
newe.Parent = hear
wait(0.1)
newe.Remover.Disabled = false
end
wait()
child:Destroy()
end

end)

while true do
	Game:GetService("RunService").RenderStepped:wait()
	blind.CFrame = camera.CoordinateFrame - camera.CoordinateFrame.lookVector
	center.CFrame =camera.CoordinateFrame + camera.CoordinateFrame.lookVector
	center.Mesh.Scale = blind.Mesh.Scale * Vector3.new(0.015,0.015,0.01)
	c = c + 1
	if c >= 2 then
		c = 0
		if blind.Mesh.Scale.x < -5 then
	blind.Mesh.Scale = blind.Mesh.Scale + Vector3.new(0.5,0.5,0.5)
		end
	end
end


Prompt: --A function to find all parts in an assembly. We'll need this later.

Response:
function getAssemblyParts(pt,checked)
	if (checked[pt]) then return end
	checked[pt] = pt

	local attached = pt:GetConnectedParts()
	for _,p in pairs(attached) do
		getAssemblyParts(p,checked)
	end
end


Prompt:
--[=[
	@param name string
	@param inboundMiddleware ClientMiddleware?
	@param outboundMiddleware ClientMiddleware?
	@return (...: any) -> any

	Generates a function on the matching RemoteFunction generated with ServerComm. The function
	can then be called to invoke the server. If this `ClientComm` object was created with
	the `usePromise` parameter set to `true`, then this generated function will return
	a Promise when called.

	```lua
	-- Server-side:
	local serverComm = ServerComm.new(someParent)
	serverComm:BindFunction("MyFunction", function(player, msg)
		return msg:upper()
	end)

	-- Client-side:
	local clientComm = ClientComm.new(someParent)
	local myFunc = clientComm:GetFunction("MyFunction")
	local uppercase = myFunc("hello world")
	print(uppercase) --> HELLO WORLD

	-- Client-side, using promises:
	local clientComm = ClientComm.new(someParent, true)
	local myFunc = clientComm:GetFunction("MyFunction")
	myFunc("hi there"):andThen(function(msg)
		print(msg) --> HI THERE
	end):catch(function(err)
		print("Error:", err)
	end)
	```
]=]

Response:
function ClientComm:GetFunction(
	name: string,
	inboundMiddleware: Types.ClientMiddleware?,
	outboundMiddleware: Types.ClientMiddleware?
)
	return Comm.GetFunction(self._instancesFolder, name, self._usePromise, inboundMiddleware, outboundMiddleware)
end


Prompt:
------------------------------------------------------------------------
-- single-character replacement, for locale-aware decimal points
------------------------------------------------------------------------

Response:
function luaX:buffreplace(ls, from, to)
  local result, buff = "", ls.buff
  for p = 1, #buff do
    local c = string.sub(buff, p, p)
    if c == from then c = to end
    result = result..c
  end
  ls.buff = result
end


Prompt: -- Returns the ancestor that contains a Humanoid, if it exists

Response:
local function FindCharacterAncestor(subject)
	if subject and subject ~= workspace then
		local humanoid = subject:FindFirstChildOfClass('Humanoid')
		if humanoid then
			return subject, humanoid
		else
			return FindCharacterAncestor(subject.Parent)
		end
	end
	return nil
end

local function IsInTable(Table,Value)
	for _,v in pairs(Table) do
		if v == Value then
			return true
		end
	end
	return false
end


Prompt: -- Services --

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


Prompt:
--[=[
	Returns a boolean determining if the object is a ScriptSignal.

	```lua
	local janitor = Janitor.new()
	local signal = ScriptSignal.new()

	ScriptSignal.Is(signal) -> true
	ScriptSignal.Is(janitor) -> false
	```

	@param object any
	@return boolean
	@ignore
]=]

Response:
function ScriptSignal.Is(object): boolean
    return typeof(object) == "table" and getmetatable(object) == ScriptSignal
end


Response:
handles = {handle}
handlestofire = 1
anim = sp.Parent.Humanoid:LoadAnimation(sp.idle)
anim2 = sp.Parent.Humanoid:LoadAnimation(sp.FireAni)
anim3 = sp.Parent.Humanoid:LoadAnimation(sp.Reload)


Prompt: --Color is the only one that we need to check all the time

Response:
colorPart.BrickColor = config.Color.Value
glowPart.BrickColor = config.Color.Value
config.Color.Changed:connect(function()
	colorPart.BrickColor = config.Color.Value
	glowPart.BrickColor = config.Color.Value
end)