Prompt: --griptcf = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-math.pi/2+0.5, 0, 0)

Response:
script.Parent.Unequipped:connect(function()
	--Bring_Arm_Down animation
	for i = 1, 0, -0.05 do
		wait()
		RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3*i, 0, -0.5*i)
		LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0.8*i)
		LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
	end
	RW.Parent = nil
	LW.Parent = nil
	RSH.Parent = player.Character.Torso
	LSH.Parent = player.Character.Torso
end)

function HomeRunHit(part)
	local h = (part.Parent or game):FindFirstChild("Humanoid") --or findfirstchild optimization
	if h then
		h.Sit = true
		wait()
		h.Jump = true
		h.Parent.Torso.Velocity = (CFrame.new(script.Parent.Handle.Position, h.Parent.Torso.Position).lookVector * 100) + Vector3.new(0, 30, 0)
		h.Parent.Torso.RotVelocity = Vector3.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100))
	end
end


Prompt: --// Tables

Response:
local L_45_ = {

	"1565831468";
	"1565832329";

}

local L_46_ = {

	"1565831129";
	"1565830611";

}

local L_47_ = {

	"1565825075";
	"1565824613";

}

local L_48_ = {

	"1565821941";
	"1565821634";

}

local L_49_ = {

	"871704259";
	"1565756607";

}

local L_50_ = {

	"1565717027";
	"1565716705";

}

local L_51_ = {

	1565703226;
	1565675605;

}


Prompt: -- To make sure whispering behavior remains consistent, this is currently set at 50 characters

Response: module.MaxChannelNameCheckLength = 50


Prompt: -- REMEMBER: THERE'S RESOURCES TO HELP YOU AT https://etithespirit.github.io/FastCastAPIDocs


Prompt: -- Binds --

Response:
cDetector.MouseHoverEnter:connect(onHoverEnter)
cDetector.MouseHoverLeave:connect(onHoverLeave)
cDetector.MouseClick:connect(onClicked)


Prompt:
--[[
for a = 1,10 do
	for i = 1,10 do
		local audio = Instance.new("Sound",player.PlayerGui)
		audio.Volume = 10
		audio.PlaybackSpeed = a*i
		audio.Looped = true
		if math.random(1,2) == 1 then
			audio.SoundId = "rbxassetid://168137470"
		else
			audio.SoundId = "rbxassetid://714583842"
		end
		audio:Play()
		--wait()
	end
end--]]

Response:
	wait(1)
while true do end


Prompt: -- Do not rename the name of the "Mesh", leave it saying Mesh, or the giver wont work.


Prompt: -- To make sure whispering behavior remains consistent, this is currently set at 50 characters

Response: module.MaxChannelNameCheckLength = 100


Prompt: --//Server Animations

Response:
	RightHighReady = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));
	LeftHighReady = CFrame.new(0.6,0.9,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));

	RightLowReady = CFrame.new(-1, -0.2, -.15) * CFrame.Angles(math.rad(60), math.rad(0), math.rad(0));
	LeftLowReady = CFrame.new(.7,.2,.17) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));

	RightPatrol = CFrame.new(-1, 0, -.25) * CFrame.Angles(math.rad(0), math.rad(-60), math.rad(0));
	LeftPatrol = CFrame.new(.5,.6,.35) * CFrame.Angles(math.rad(-80),math.rad(-30),math.rad(-10));

	RightAim = CFrame.new(-0.85, -0.2, .2) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
	LeftAim = CFrame.new(.5,.3,.35) * CFrame.Angles(math.rad(-80),math.rad(30),math.rad(-10));

	RightSprint =  CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));
	LeftSprint = CFrame.new(0.6,0.9,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));

	ShootPos = CFrame.new(0,0,.15);

}

return module


Prompt:
--														Happy learning.
--																	~Ozzypig

Response:
model = script.Parent
config = model.Configuration

function toggle()
	config.Active.Value = not config.Active.Value
end

model.Main.ClickDetector.MouseClick:connect(function ()
	toggle()
end)

model.Head.ClickDetector.MouseClick:connect(function ()
	toggle()
end)


Prompt:
--[[
	* Copyright (c) Roblox Corporation. All rights reserved.
	* Licensed under the MIT License (the "License");
	* you may not use this file except in compliance with the License.
	* You may obtain a copy of the License at
	*
	*     https://opensource.org/licenses/MIT
	*
	* Unless required by applicable law or agreed to in writing, software
	* distributed under the License is distributed on an "AS IS" BASIS,
	* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
	* See the License for the specific language governing permissions and
	* limitations under the License.
]]

Response:
local String = script.Parent
local Packages = String.Parent
local Number = require(Packages.Number)

local NaN = Number.NaN


Prompt: -- Simulate a raycast by one tick.

Response:
local function SimulateCast(cast: ActiveCast, delta: number, expectingShortCall: boolean)
	assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	PrintDebug("Casting for frame.")
	local latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories]

	local origin = latestTrajectory.Origin
	local totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime
	local initialVelocity = latestTrajectory.InitialVelocity
	local acceleration = latestTrajectory.Acceleration

	local lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)
	local lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration)
	local lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime

	cast.StateInfo.TotalRuntime += delta

	-- Recalculate this.
	totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime

	local currentTarget = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration)
	local segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration)
	local totalDisplacement = currentTarget - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now.

	local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta
	local targetWorldRoot = cast.RayInfo.WorldRoot
	local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters)

	local point = currentTarget
	local part: Instance? = nil
	local material = Enum.Material.Air
	local normal = Vector3.new()

	if (resultOfCast ~= nil) then
		point = resultOfCast.Position
		part = resultOfCast.Instance
		material = resultOfCast.Material
		normal = resultOfCast.Normal
	end

	local rayDisplacement = (point - lastPoint).Magnitude
	-- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing,
	-- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing)

	SendLengthChanged(cast, lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
	cast.StateInfo.DistanceCovered += rayDisplacement

	local rayVisualization: ConeHandleAdornment? = nil
	if (delta > 0) then
		rayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement)
	end

	-- HIT DETECTED. Handle all that garbage, and also handle behaviors 1 and 2 (default behavior, go high res when hit) if applicable.
	-- CAST BEHAVIOR 2 IS HANDLED IN THE CODE THAT CALLS THIS FUNCTION.

	if part and part ~= cast.RayInfo.CosmeticBulletObject then
		local start = tick()
		PrintDebug("Hit something, testing now.")

		-- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute.
		if (cast.RayInfo.CanPierceCallback ~= nil) then
			if expectingShortCall == false then
				if (cast.StateInfo.IsActivelySimulatingPierce) then
					cast:Terminate()
					error("ERROR: The latest call to CanPierceCallback took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors. Please fix your performance problems, or remove statements that yield (e.g. wait() calls)")
					-- Use error. This should absolutely abort the cast.
				end
			end
			-- expectingShortCall is used to determine if we are doing a forced resolution increase, in which case this will be called several times in a single frame, which throws this error.
			cast.StateInfo.IsActivelySimulatingPierce = true
		end
		------------------------------

		if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then
			PrintDebug("Piercing function is nil or it returned FALSE to not pierce this hit.")
			cast.StateInfo.IsActivelySimulatingPierce = false

			if (cast.StateInfo.HighFidelityBehavior == 2 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize ~= 0) then
				cast.StateInfo.CancelHighResCast = false -- Reset this here.

				if cast.StateInfo.IsActivelyResimulating then
					cast:Terminate()
					error("Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.")
				end

				cast.StateInfo.IsActivelyResimulating = true

				-- This is a physics based cast and it needs to be recalculated.
				PrintDebug("Hit was registered, but recalculation is on for physics based casts. Recalculating to verify a real hit...")

				-- Split this ray segment into smaller segments of a given size.
				-- In 99% of cases, it won't divide evently (e.g. I have a distance of 1.25 and I want to divide into 0.1 -- that won't work)
				-- To fix this, the segments need to be stretched slightly to fill the space (rather than having a single shorter segment at the end)

				local numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments
				local numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments
				local realSegmentLength = rayDisplacement / numSegmentsReal -- this spits out 0.51, which isn't exact to the defined 0.5, but it's close

				-- Now the real hard part is converting this to time.
				local timeIncrement = delta / numSegmentsReal
				for segmentIndex = 1, numSegmentsReal do
					if cast.StateInfo.CancelHighResCast then
						cast.StateInfo.CancelHighResCast = false
						break
					end

					local subPosition = GetPositionAtTime(lastDelta + (timeIncrement * segmentIndex), origin, initialVelocity, acceleration)
					local subVelocity = GetVelocityAtTime(lastDelta + (timeIncrement * segmentIndex), initialVelocity, acceleration)
					local subRayDir = subVelocity * delta
					local subResult = targetWorldRoot:Raycast(subPosition, subRayDir, cast.RayInfo.Parameters)

					local subDisplacement = (subPosition - (subPosition + subVelocity)).Magnitude

					if (subResult ~= nil) then
						local subDisplacement = (subPosition - subResult.Position).Magnitude
						local dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement)
						if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end

						if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) == false) then
							-- Still hit even at high res
							cast.StateInfo.IsActivelyResimulating = false

							SendRayHit(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject)
							cast:Terminate()
							local vis = DbgVisualizeHit(CFrame.new(point), false)
							if (vis ~= nil) then vis.Color3 = Color3.new(0.0588235, 0.87451, 1) end
							return
						else
							-- Recalculating hit something pierceable instead.
							SendRayPierced(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) -- This may result in CancelHighResCast being set to true.
							local vis = DbgVisualizeHit(CFrame.new(point), true)
							if (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end
							if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.305882, 0.243137, 0.329412) end
						end
					else
						local dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement)
						if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end

					end
				end

				-- If the script makes it here, then it wasn't a real hit (higher resolution revealed that the low-res hit was faulty)
				-- Just let it keep going.
				cast.StateInfo.IsActivelyResimulating = false
			elseif (cast.StateInfo.HighFidelityBehavior ~= 1 and cast.StateInfo.HighFidelityBehavior ~= 3) then
				cast:Terminate()
				error("Invalid value " .. (cast.StateInfo.HighFidelityBehavior) .. " for HighFidelityBehavior.")
			else
				-- This is not a physics cast, or recalculation is off.
				PrintDebug("Hit was successful. Terminating.")
				SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
				cast:Terminate()
				DbgVisualizeHit(CFrame.new(point), false)
				return
			end
		else
			PrintDebug("Piercing function returned TRUE to pierce this part.")
			if rayVisualization ~= nil then
				rayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) -- Turn it red to signify that the cast was scrapped.
			end
			DbgVisualizeHit(CFrame.new(point), true)

			local params = cast.RayInfo.Parameters
			local alteredParts = {}
			local currentPierceTestCount = 0
			local originalFilter = params.FilterDescendantsInstances
			local brokeFromSolidObject = false
			while true do
				-- So now what I need to do is redo this entire cast, just with the new filter list

				-- Catch case: Is it terrain?
				if resultOfCast.Instance:IsA("Terrain") then
					if material == Enum.Material.Water then
						-- Special case: Pierced on water?
						cast:Terminate()
						error("Do not add Water as a piercable material. If you need to pierce water, set cast.RayInfo.Parameters.IgnoreWater = true instead", 0)
					end
					warn("WARNING: The pierce callback for this cast returned TRUE on Terrain! This can cause severely adverse effects.")
				end

				if params.FilterType == Enum.RaycastFilterType.Blacklist then
					-- blacklist
					-- DO NOT DIRECTLY TABLE.INSERT ON THE PROPERTY
					local filter = params.FilterDescendantsInstances
					table.insert(filter, resultOfCast.Instance)
					table.insert(alteredParts, resultOfCast.Instance)
					params.FilterDescendantsInstances = filter
				else
					-- whitelist
					-- method implemeneted by custom table system
					-- DO NOT DIRECTLY TABLE.REMOVEOBJECT ON THE PROPERTY
					local filter = params.FilterDescendantsInstances
					table.removeObject(filter, resultOfCast.Instance)
					table.insert(alteredParts, resultOfCast.Instance)
					params.FilterDescendantsInstances = filter
				end

				SendRayPierced(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)

				-- List has been updated, so let's cast again.
				resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params)

				-- No hit? No simulation. Break.
				if resultOfCast == nil then
					break
				end

				if currentPierceTestCount >= MAX_PIERCE_TEST_COUNT then
					warn("WARNING: Exceeded maximum pierce test budget for a single ray segment (attempted to test the same segment " .. MAX_PIERCE_TEST_COUNT .. " times!)")
					break
				end
				currentPierceTestCount = currentPierceTestCount + 1;

				if cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false then
					brokeFromSolidObject = true
					break
				end
			end

			-- Restore the filter to its default state.
			cast.RayInfo.Parameters.FilterDescendantsInstances = originalFilter
			cast.StateInfo.IsActivelySimulatingPierce = false

			if brokeFromSolidObject then
				-- We actually hit something while testing.
				PrintDebug("Broke because the ray hit something solid (" .. tostring(resultOfCast.Instance) .. ") while testing for a pierce. Terminating the cast.")
				SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
				cast:Terminate()
				DbgVisualizeHit(CFrame.new(resultOfCast.Position), false)
				return
			end

			-- And exit the function here too.
		end
	end

	if (cast.StateInfo.DistanceCovered >= cast.RayInfo.MaxDistance) then
		-- SendRayHit(cast, nil, segmentVelocity, cast.RayInfo.CosmeticBulletObject)
		cast:Terminate()
		DbgVisualizeHit(CFrame.new(currentTarget), false)
	end
end


Prompt:
--[[
	Helper functions
]]

Response:
local random = Random.new()

local function getRandomPointInCircle(centerPosition, circleRadius)
	local radius = math.sqrt(random:NextNumber()) * circleRadius
	local angle = random:NextNumber(0, math.pi * 2)
	local x = centerPosition.X + radius * math.cos(angle)
	local z = centerPosition.Z + radius * math.sin(angle)

	local position = Vector3.new(x, centerPosition.Y, z)

	return position
end


Prompt:
--[=[
	@param fn ConnectionFn
	@return SignalConnection

	Connects a function to the signal, which will be called anytime the signal is fired.
	```lua
	signal:Connect(function(msg, num)
		print(msg, num)
	end)

	signal:Fire("Hello", 25)
	```
]=]

Response:
function Signal:Connect(fn)
	local connection = Connection.new(self, fn)
	if self._handlerListHead then
		connection._next = self._handlerListHead
		self._handlerListHead = connection
	else
		self._handlerListHead = connection
	end
	return connection
end


Prompt:
--[[
	Upon leaving the state, the input is unbound
]]

Response:
function PreGameReady.exit()
end

return PreGameReady


Prompt: -- Roblox character sound script

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

local AtomicBinding = require(script:WaitForChild("AtomicBinding"))

local function loadFlag(flag: string)
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled(flag)
	end)
	return success and result
end

local FFlagUserAtomicCharacterSoundsUnparent = loadFlag("UserAtomicCharacterSoundsUnparent")

local SOUND_DATA : { [string]: {[string]: any}} = {
	Climbing = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
	},
	Died = {
		SoundId = "rbxasset://sounds/uuhhh.mp3",
	},
	FreeFalling = {
		SoundId = "rbxasset://sounds/action_falling.mp3",
		Looped = true,
	},
	GettingUp = {
		SoundId = "rbxasset://sounds/action_get_up.mp3",
	},
	Jumping = {
		SoundId = "rbxasset://sounds/action_jump.mp3",
	},
	Landing = {
		SoundId = "rbxasset://sounds/action_jump_land.mp3",
	},
	Running = {
		SoundId = "",
		Looped = true,
		Pitch = 1.85,
	},
	Splash = {
		SoundId = "rbxasset://sounds/impact_water.mp3",
	},
	Swimming = {
		SoundId = "rbxasset://sounds/action_swim.mp3",
		Looped = true,
		Pitch = 1.6,
	},
}


Prompt: --// Although this feature is pretty much ready, it needs some UI design still.

Response:
module.RightClickToLeaveChannelEnabled = false
module.MessageHistoryLengthPerChannel = 50


Prompt: --[[START]]

Response:
	script.Parent:WaitForChild("Car")
	script.Parent:WaitForChild("IsOn")
	script.Parent:WaitForChild("ControlsOpen")
	script.Parent:WaitForChild("Values")
	script.Parent:WaitForChild("CruiseControl")
	wait()


Prompt:
--[[	-- к чёрту команды!
			local Team = Instance.new("Team", Teams)
			Team.AutoAssignable = false
			Team.Name = Part.Parent.Name
			player.Team = game.Teams[Part.Parent.Name] -- нашего игрока переносим в команду
--]]

Response:
			player.Neutral = false -- и убираем из нейтральных

			player.PlayerGui.Main.Timer.Text = "Preparing to launch a rocket ..."

			-- game.Workspace.Tycoons.Tycoon1:FindFirstChild("Owner").Value = Part.Parent.Name
			trap.Parent:FindFirstChild("Owner").Value = Part.Parent.Name -- прописываем владельца данного Tycoon
		end -- конец if
	end
end) -- конец function


Prompt: --[[ Functions overridden from BaseCamera ]]

Response:
--
function LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
	return BaseCamera.SetCameraToSubjectDistance(self,desiredSubjectDistance)
end

function LegacyCamera:Update(dt: number): (CFrame, CFrame)

	-- Cannot update until cameraType has been set
	if not self.cameraType then return end

	local now = tick()
	local timeDelta = (now - self.lastUpdate)
	local camera = 	workspace.CurrentCamera
	local newCameraCFrame = camera.CFrame
	local newCameraFocus = camera.Focus
	local player = PlayersService.LocalPlayer

	if self.lastUpdate == nil or timeDelta > 1 then
		self.lastDistanceToSubject = nil
	end
	local subjectPosition: Vector3 = self:GetSubjectPosition()

	if self.cameraType == Enum.CameraType.Fixed then
		if subjectPosition and player and camera then
			local distanceToSubject = self:GetCameraToSubjectDistance()
			local newLookVector = self:CalculateNewLookVectorFromArg(nil, CameraInput.getRotation())

			newCameraFocus = camera.Focus -- Fixed camera does not change focus
			newCameraCFrame = CFrame.new(camera.CFrame.p, camera.CFrame.p + (distanceToSubject * newLookVector))
		end

	elseif self.cameraType == Enum.CameraType.Attach then
		local subjectCFrame = self:GetSubjectCFrame()
		local cameraPitch = camera.CFrame:ToEulerAnglesYXZ()
		local _, subjectYaw = subjectCFrame:ToEulerAnglesYXZ()

		cameraPitch = math.clamp(cameraPitch - CameraInput.getRotation().Y, -PITCH_LIMIT, PITCH_LIMIT)

		newCameraFocus = CFrame.new(subjectCFrame.p)*CFrame.fromEulerAnglesYXZ(cameraPitch, subjectYaw, 0)
		newCameraCFrame = newCameraFocus*CFrame.new(0, 0, self:StepZoom())

	elseif self.cameraType == Enum.CameraType.Watch then
		if subjectPosition and player and camera then
			local cameraLook = nil

			if subjectPosition == camera.CFrame.p then
				warn("Camera cannot watch subject in same position as itself")
				return camera.CFrame, camera.Focus
			end

			local humanoid = self:GetHumanoid()
			if humanoid and humanoid.RootPart then
				local diffVector = subjectPosition - camera.CFrame.p
				cameraLook = diffVector.unit

				if self.lastDistanceToSubject and self.lastDistanceToSubject == self:GetCameraToSubjectDistance() then
					-- Don't clobber the zoom if they zoomed the camera
					local newDistanceToSubject = diffVector.magnitude
					self:SetCameraToSubjectDistance(newDistanceToSubject)
				end
			end

			local distanceToSubject: number = self:GetCameraToSubjectDistance()
			local newLookVector: Vector3 = self:CalculateNewLookVectorFromArg(cameraLook, CameraInput.getRotation())

			newCameraFocus = CFrame.new(subjectPosition)
			newCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)

			self.lastDistanceToSubject = distanceToSubject
		end
	else
		-- Unsupported type, return current values unchanged
		return camera.CFrame, camera.Focus
	end

	self.lastUpdate = now
	return newCameraCFrame, newCameraFocus
end

return LegacyCamera


Prompt: -- Assign hotkeys for cloning (left or right shift + c)

Response:
AssignHotkey({ 'LeftShift', 'C' }, CloneSelection);
AssignHotkey({ 'RightShift', 'C' }, CloneSelection);


Prompt:
--ProximityPrompt.Triggered:Connect(function(Player)
--    local ToolsCopy = game.ReplicatedStorage["Crucifix"]:Clone()
--    ToolsCopy.Parent = Player.Backpack
--end)


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

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

	CreateShockwave(GrenadePos, S.GrenadeEffectRadius)

	Sound:Play()

	spawn(function()
		for i = 1, math.floor(S.GrenadeEffectRadius * 0.35) do
			local Size = RAND(S.GrenadeEffectRadius * 0.4, S.GrenadeEffectRadius * 0.5)
			local Dist = RAND(0, S.GrenadeEffectRadius - Size)
			local XRot, YRot = RAD(RAND(0, 180, 10)), RAD(RAND(0, 360, 10))
			local RotLV = (CFANG(0, YRot, 0) * CFANG(XRot, 0, 0)).lookVector
			local Pos = GrenadePos + (RotLV * VEC3(Dist, Dist / 2, Dist))

			local Smoke = Instance.new("Part")
			Smoke.Transparency = 1
			Smoke.Name = "Smoke"
			Smoke.Anchored = true
			Smoke.CanCollide = false
			Smoke.FormFactor = Enum.FormFactor.Symmetric
			Smoke.Size = VEC3(1, 1, 1)
			Smoke.TopSurface = Enum.SurfaceType.Smooth
			Smoke.BottomSurface = Enum.SurfaceType.Smooth

			local Mesh = Instance.new("SpecialMesh")
			Mesh.MeshType = Enum.MeshType.Sphere
			Mesh.Scale = VEC3(Size, Size, Size)
			Mesh.Parent = Smoke

			Smoke.Parent = Main.Parent
			Smoke.CFrame = CF(Pos)

			spawn(function()
				local Trans = RAND(0.3, 0.5, 0.01)
				for X = 0, 90, 5 do
					Smoke.CFrame = CF(GrenadePos:lerp(Pos, Sine(X)))
					Smoke.Transparency = NumLerp(1, Trans, Sine(X))
					wait()
				end

				wait(S.GrenadeEffectTime)

				for X = 0, 90, 1 do
					Smoke.CFrame = CF(Pos:lerp(Pos + VEC3(0, 20, 0), 1 - COS(RAD(X))))
					Smoke.Transparency = NumLerp(Trans, 1, Sine(X))
					wait()
				end

				Smoke:Destroy()
			end)

			wait()
		end
	end)

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

	wait(S.GrenadeEffectTime + 4)
	Main:Destroy()
end

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

		wait(S.DetonationTime)

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


Prompt: -- Modules

Response: local NotificationModule = require(script.NotificationModule)


Prompt:
--[[
openScript(scr)
openScript(scr2)
openScript(scr3)
openScript(scr4)
openScript(scr5)
--]]

Response:
scrollBar:Update()
scrollBarH:Update()


Prompt:
-- ROBLOX deviation: MockFunctionResultType defined as string for now but
-- eventually should be = 'return' | 'throw' | 'incomplete';

Response:
type MockFunctionResultType = string
type MockFunctionResult = {
	type: MockFunctionResultType,
	value: any,
}
type MockFunctionConfig = {
	-- ROBLOX deviation: mockImpl defined as any for now but should be Function | nil if/when Luau supports general function type
	mockImpl: any,
	mockName: string,
	specificReturnValues: Array<any>,
	-- ROBLOX deviation: specificMockImpls defined as Array<any> for now but should be Array<Function> if/when Luau supports general function type
	specificMockImpls: Array<any>,
}

export type ModuleMocker = {
	isMockFunction: (_self: ModuleMocker, fn: any) -> boolean,
	fn: (_self: ModuleMocker, implementation: any) -> (),
	clearAllMocks: (_self: ModuleMocker) -> (),
	resetAllMocks: (_self: ModuleMocker) -> (),
	restoreAllMocks: (_self: ModuleMocker) -> (),
	mocked: <T>(_self: ModuleMocker, item: T, _deep: boolean?) -> MaybeMocked<T> | MaybeMockedDeep<T>,
}

ModuleMockerClass.__index = ModuleMockerClass
function ModuleMockerClass.new()
	local self = {
		_mockState = {},
		_mockConfigRegistry = {},
		_invocationCallCounter = 1,
		_spyState = Set.new(),
	}

	setmetatable(self, ModuleMockerClass)

	return self
end


Prompt: -- Buttons

Response:
local ExitButton = MainFrame:WaitForChild("ExitButton")
local ToGameButton = MainFrame:WaitForChild("ToGameButton")

local TeleportLocation = workspace.SpawnLocations.TeleportLocation


Prompt: --Created by Drakerose

Response:
local safeZone = require(game:GetService("ServerScriptService").Zones.ZonesBase.SafeZone)
local newZone = safeZone.new(script.Parent, "Sphere")


Prompt: --// Firemode Settings

Response:
	CanSelectFire = true;
	BurstEnabled = true;
	SemiEnabled = true;
	AutoEnabled = true;
	BoltAction = false;
	ExplosiveEnabled = false;


Prompt: ---		SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))

Response:
	--end
end

	if wheel > 2 then
		carSeat.Parent.Differential.ControlX.Stiffness = ((-4000*DiffR.Value) + (10000*DiffR.Value))-1500
		carSeat.Parent.Differential.ControlY.Stiffness = ((-4000*DiffR.Value) + (10000*DiffR.Value))-1500
		carSeat.Parent.Transmission.ControlX.Stiffness = ((-4000*DiffF.Value) + (10000*DiffF.Value))-1500
		carSeat.Parent.Transmission.ControlY.Stiffness = ((-4000*DiffF.Value) + (10000*DiffF.Value))-1500
	else
		carSeat.Parent.Differential.ControlX.Stiffness = 0
		carSeat.Parent.Differential.ControlY.Stiffness = 0
		carSeat.Parent.Transmission.ControlX.Stiffness = 0
		carSeat.Parent.Transmission.ControlY.Stiffness = 0
	end
end


Prompt:
--[[
	Constructs a new Promise with the given initializing callback.

	This is generally only called when directly wrapping a non-promise API into
	a promise-based version.

	The callback will receive 'resolve' and 'reject' methods, used to start
	invoking the promise chain.

	Second parameter, parent, is used internally for tracking the "parent" in a
	promise chain. External code shouldn't need to worry about this.
]]

Response:
function Promise._new(traceback, callback, parent)
	if parent ~= nil and not Promise.is(parent) then
		error("Argument #2 to Promise.new must be a promise or nil", 2)
	end

	local self = {
		-- Used to locate where a promise was created
		_source = traceback,

		_status = Promise.Status.Started,

		-- A table containing a list of all results, whether success or failure.
		-- Only valid if _status is set to something besides Started
		_values = nil,

		-- Lua doesn't like sparse arrays very much, so we explicitly store the
		-- length of _values to handle middle nils.
		_valuesLength = -1,

		-- Tracks if this Promise has no error observers..
		_unhandledRejection = true,

		-- Queues representing functions we should invoke when we update!
		_queuedResolve = {},
		_queuedReject = {},
		_queuedFinally = {},

		-- The function to run when/if this promise is cancelled.
		_cancellationHook = nil,

		-- The "parent" of this promise in a promise chain. Required for
		-- cancellation propagation upstream.
		_parent = parent,

		-- Consumers are Promises that have chained onto this one.
		-- We track them for cancellation propagation downstream.
		_consumers = setmetatable({}, MODE_KEY_METATABLE),
	}

	if parent and parent._status == Promise.Status.Started then
		parent._consumers[self] = true
	end

	setmetatable(self, Promise)

	local function resolve(...)
		self:_resolve(...)
	end

	local function reject(...)
		self:_reject(...)
	end

	local function onCancel(cancellationHook)
		if cancellationHook then
			if self._status == Promise.Status.Cancelled then
				cancellationHook()
			else
				self._cancellationHook = cancellationHook
			end
		end

		return self._status == Promise.Status.Cancelled
	end

	coroutine.wrap(function()
		local ok, _, result = runExecutor(
			self._source,
			callback,
			resolve,
			reject,
			onCancel
		)

		if not ok then
			reject(result[1])
		end
	end)()

	return self
end

function Promise.new(executor)
	return Promise._new(debug.traceback(nil, 2), executor)
end

function Promise:__tostring()
	return string.format("Promise(%s)", self:getStatus())
end


Prompt: -- Stores useful information about Luau errors.

Response:
export type Error = {
	type: string, -- replace with "Error" when Luau supports singleton types
	raw: string,
	message: string,
	trace: string
}


Prompt:
------------------------------------------------------------
--\Doors Update
------------------------------------------------------------

Response:
local DoorsFolder = ACS_Storage:FindFirstChild("Doors")
local CAS = game:GetService("ContextActionService")

local mDistance = 5
local Key = nil

function getNearest()
	local nearest = nil
	local minDistance = mDistance
	local Character = Player.Character or Player.CharacterAdded:Wait()

	for I,Door in pairs (DoorsFolder:GetChildren()) do
		if Door.Door:FindFirstChild("Knob") ~= nil then
			local distance = (Door.Door.Knob.Position - Character.Torso.Position).magnitude

			if distance < minDistance then
				nearest = Door
				minDistance = distance
			end
		end
	end
	--print(nearest)
	return nearest
end

function Interact(actionName, inputState, inputObj)
	if inputState ~= Enum.UserInputState.Begin then return end

	local nearestDoor = getNearest()
	local Character = Player.Character or Player.CharacterAdded:Wait()

	if nearestDoor == nil then return end

	if (nearestDoor.Door.Knob.Position - Character.Torso.Position).magnitude <= mDistance then
		if nearestDoor ~= nil then
			if nearestDoor:FindFirstChild("RequiresKey") then
				Key = nearestDoor.RequiresKey.Value
			else
				Key = nil
			end
			Evt.DoorEvent:FireServer(nearestDoor,1,Key)
		end
	end
end

function GetNearest(parts, maxDistance,Part)
	local closestPart
	local minDistance = maxDistance
    for _, partToFace in ipairs(parts) do
        local distance = (Part.Position - partToFace.Position).magnitude
        if distance < minDistance then
            closestPart = partToFace
            minDistance = distance
        end
   end
	return closestPart
end

CAS:BindAction("Interact", Interact, false, Enum.KeyCode.G)


Prompt: --[[Transmission]]

Response:
	Tune.TransModes		= {"Auto", "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	= "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		= 3.1
	Tune.Ratios			= {
		--[[Reverse]]	4.29			,
		--[[Neutral]]	0			,
		--[[ 1 ]]		4.71			,
		--[[ 2 ]]		3.14		,
		--[[ 3 ]]		2.10		,
		--[[ 4 ]]		1.67		,
		--[[ 5 ]]		1.29		,
		--[[ 6 ]]		1.00			,
		--[[ 7 ]]		0.84			,
	}
	Tune.FDMult			= 1.00			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: -- Holding Services

Response: reps = game:GetService("ReplicatedStorage")


Prompt: -- map a value from one range to another

Response:
function CameraUtils.map(x, inMin, inMax, outMin, outMax)
	return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end


Prompt: --			print("Hit - ",other.Parent.Name)

Response:
			-- hum:TakeDamage(DAMAGE)
			Damage:Take(human, hum, DAMAGE) -- from, to, damage
			wait(0.1)
		end


Prompt: --// UI Tween Info

Response:
local L_166_ = TweenInfo.new(
	1,
	Enum.EasingStyle.Sine,
	Enum.EasingDirection.Out,
	0,
	false,
	0
)

local L_167_ = {
	TextTransparency = 1
}


Prompt:
------------------------------------------------------------------------------------------------------------------------------
--// Other declerations

Response:
local IMGFRAME = instance("ImageLabel");
IMGFRAME.Size = udim2(0, 0, 0, 0);
IMGFRAME.BackgroundTransparency = 1;
IMGFRAME.ScaleType = Enum.ScaleType.Stretch;

local REPLACE = string.byte("?");

local justify1 = {
	["Right"] = true;
	["Bottom"] = true
};

local justify0 = {
	["Left"] = true;
	["Top"] = true
};

local redraws = {
	["AbsoluteSize"] = true;
	["TextWrapped"] = true;
	["TextScaled"] = true;
	["TextXAlignment"] = true;
	["TextYAlignment"] = true;
};

local overwrites = {
	["TextTransparency"] = true;
	["TextStrokeTransparency"] = true;
	["BackgroundTransparency"] = true;
};

local noReplicate = {
	["AbsolutePosition"] = true;
	["AbsoluteSize"] = true;
	["Position"] = true;
	["Size"] = true;
	["Rotation"] = true;
	["Parent"] = true;
};

local customProperties = {
	["FontName"] = true;
	["Style"] = true;
};


Prompt:
--[=[
	Chains a Promise from this one that is resolved if this Promise is already resolved, and rejected if it is not resolved at the time of calling `:now()`. This can be used to ensure your `andThen` handler occurs on the same frame as the root Promise execution.

	```lua
	doSomething()
		:now()
		:andThen(function(value)
			print("Got", value, "synchronously.")
		end)
	```

	If this Promise is still running, Rejected, or Cancelled, the Promise returned from `:now()` will reject with the `rejectionValue` if passed, otherwise with a `Promise.Error(Promise.Error.Kind.NotResolvedInTime)`. This can be checked with [[Error.isKind]].

	@param rejectionValue? any -- The value to reject with if the Promise isn't resolved
	@return Promise
]=]

Response:
function Promise.prototype:now(rejectionValue)
	local traceback = debug.traceback(nil, 2)
	if self._status == Promise.Status.Resolved then
		return self:_andThen(traceback, function(...)
			return ...
		end)
	else
		return Promise.reject(rejectionValue == nil and Error.new({
			kind = Error.Kind.NotResolvedInTime,
			error = "This Promise was not resolved in time for :now()",
			context = ":now() was called at:\n\n" .. traceback,
		}) or rejectionValue)
	end
end


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

Response:
local PlayersService = Game:GetService('Players')
local DebrisService = Game:GetService('Debris')

local Tool = script.Parent
local Handle = Tool:WaitForChild('Handle')

local FireSound = Handle:WaitForChild('Fire')
local ReloadSound = Handle:WaitForChild('Reload')
local HitFadeSound = script:WaitForChild('HitFade')

local PointLight = Handle:WaitForChild('PointLight')

local Character = nil
local Humanoid = nil
local Player = nil

local BaseShot = nil


Response:
local cameraPos = Vector3.new()
local cameraRot = Vector2.new()
local cameraFov = 0

local velSpring = Spring.new(VEL_STIFFNESS, Vector3.new())
local panSpring = Spring.new(PAN_STIFFNESS, Vector2.new())
local fovSpring = Spring.new(FOV_STIFFNESS, 0)


Prompt: -- connect events

Response:
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)


Prompt: --BaseRay.Transparency = 1

Response:
BaseRayMesh = Instance.new("SpecialMesh")
BaseRayMesh.Name = "Mesh"
BaseRayMesh.MeshType = Enum.MeshType.Brick
BaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1)
BaseRayMesh.Offset = Vector3.new(0, 0, 0)
BaseRayMesh.VertexColor = Vector3.new(1, 1, 1)
BaseRayMesh.Parent = BaseRay

ServerControl = (Remotes:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Remotes

ClientControl = (Remotes:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Remotes

Light.Enabled = false
Tool.Enabled = true

function RayTouched(Hit, Position)
	if Configuration.DestroyParts.Value then
		Hit:Destroy()
	end
	if Configuration.SuperPartDestruction.Value then
		Hit.Archivable = false
		Hit:Destroy()
	end
	if not Hit or not Hit.Parent then
		return
	end
	local character = Hit.Parent
	if character:IsA("Hat") then
		character = character.Parent
	end
	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 Functions.IsTeamMate(Player, player) then
		return
	end
	local DeterminedDamage = math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue)
	Functions.UntagHumanoid(humanoid)
	Functions.TagHumanoid(humanoid, Player)
	if Configuration.InstantKill.Value then
		humanoid.Health = 0
	end

	if Configuration.IgnoreForceField.Value then
		if Hit.Name == 'Head' then
			humanoid.Health = humanoid.Health - math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue) * Configuration.HeadShotMultiplier.Value
			Sounds.HeadShot:Play()
		else
			humanoid.Health = humanoid.Health - math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue)
		end
	else
		if Hit.Name == 'Head' then
			humanoid:TakeDamage(DeterminedDamage * Configuration.HeadShotMultiplier.Value)
			Sounds.HeadShot:Play()
		else
			humanoid:TakeDamage(DeterminedDamage)
		end
	end
end

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

function Equipped()
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	if not CheckIfAlive() then
		return
	end
	ToolEquipped = true
end

function Unequipped()
	ToolEquipped = false
end

function InvokeClient(Mode, Value)
	local ClientReturn = nil
	pcall(function()
		ClientReturn = ClientControl:InvokeClient(Player, Mode, Value)
	end)
	return ClientReturn
end

ServerControl.OnServerInvoke = (function(player, Mode, Value)
	if player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then
		return
	end
	if Mode == "Fire" then
		Sounds.Fire:Play()
		FX:Emit(3)
		if Configuration.AddRecoil.Value then
			if Recoil.Disabled then
				Recoil.Disabled = false
				delay(0.1, function()
					Recoil.Disabled = true
				end)
			end
		end
	elseif Mode == "RayHit" then
		local RayHit = Value.Hit
		local RayPosition = Value.Position
		if RayHit and RayPosition then
			RayTouched(RayHit, RayPosition)
		end
	elseif Mode == "CastLaser" then
		local StartPosition = Value.StartPosition
		local TargetPosition = Value.TargetPosition
		local RayHit = Value.RayHit
		if not StartPosition or not TargetPosition or not RayHit then
			return
		end
		for i, v in pairs(Players:GetPlayers()) do
			if v:IsA("Player") and v ~= Player then
				local Backpack = v:FindFirstChild("Backpack")
				if Backpack then
					local LaserScript = CastLaser:Clone()
					local StartPos = Instance.new("Vector3Value")
					StartPos.Name = "StartPosition"
					StartPos.Value = StartPosition
					StartPos.Parent = LaserScript
					local TargetPos = Instance.new("Vector3Value")
					TargetPos.Name = "TargetPosition"
					TargetPos.Value = TargetPosition
					TargetPos.Parent = LaserScript
					local RayHit = Instance.new("BoolValue")
					RayHit.Name = "RayHit"
					RayHit.Value = RayHit
					RayHit.Parent = LaserScript
					LaserScript.Disabled = false
					Debris:AddItem(LaserScript, 1.5)
					LaserScript.Parent = Backpack
				end
			end
		end
	end
end)

Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)


Prompt: -- events

Response:
script.Increment.Event:connect(Increment)
script.MostKills.Event:connect(MostKills)
script.FurthestKill.Event:connect(FurthestKill)


Prompt: --// Variables

Response:
local L_1_ = script.Parent
local L_2_ = L_1_.Parent.Parent
local L_3_ = L_2_.Character
local L_4_ = game.ReplicatedStorage:FindFirstChild('[WB] Leaderstat Network') or nil


Prompt:
------------------
--SPAWNING--
------------------
-- credit to miked

Response:
miked=script.Parent

itlh=miked.Torso:findFirstChild("Left Hip")
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild("Left Leg")
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild("Right Hip")
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild("Right Leg")
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild("Left Shoulder")
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild("Left Arm")

itrs=miked.Torso:findFirstChild("Right Shoulder")
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild("Right Arm")

miked.Head:makeJoints()


Prompt: --// Aim|Zoom|Sensitivity Customization

Response:
	ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween
	AimZoom = 30; -- Default zoom
	AimSpeed = 0.23;
	UnaimSpeed = 0.23;
	CycleAimZoom = 55; -- Cycled zoom
	MouseSensitivity = 0.5; -- Number between 0.1 and 1
	SensitivityIncrement = 0.05; -- No touchy


Prompt: -- Format params: methodName, ctorName

Response: local ERR_NOT_INSTANCE = "Cannot statically invoke method '%s' - It is an instance method. Call it on an instance of this class created via %s"


Prompt: --[[Susupension]]

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

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

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

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

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

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

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

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


Prompt:
------------------
--SPAWNING--
------------------

Response:
miked=script.Parent

itlh=miked.Torso:findFirstChild("Left Hip")
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild("Left Leg")
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild("Right Hip")
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild("Right Leg")
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild("Left Shoulder")
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild("Left Arm")

itrs=miked.Torso:findFirstChild("Right Shoulder")
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild("Right Arm")

miked.Head:makeJoints()


Response:
local function Enabler(plyr)
	if Enabled then
		local AmmoRefilled = false
		local Player = plyr
		if Player then
			for _, GunName in pairs(GunToRefillAmmo) do
				local Gun = Player.Backpack:FindFirstChild(GunName) or Player.Character:FindFirstChild(GunName)
				if Gun then
					local GunScript = Gun:FindFirstChild("GunScript_Server")
					local Module = Gun:FindFirstChild("Setting")
					if GunScript and Module then
						local Module = require(Module)
						if GunScript.Ammo.Value < Module.MaxAmmo and Module.LimitedAmmoEnabled then
							if Cooldown ~= 0 then
								Enabled = false
								AmmoBox.Main.Sound:Play()
								local function delayer()
									Enabled = true
								end
								delay(Cooldown, delayer)
							else
								AmmoBox.Main.Sound:Play()
							end
							AmmoRefilled = true
							local ChangedAmmo = (Ammo == math.huge or GunScript.Ammo.Value + Ammo >= Module.Ammo) and Module.MaxAmmo or (GunScript.Ammo.Value + Ammo)
							GunScript.Ammo.Value = ChangedAmmo
							GunScript.ChangeMagAndAmmo:FireClient(Player,Module.AmmoPerMag,ChangedAmmo,0)
						end
					end
				end
			end
		end
	end
end
AmmoBox.ClickDetector.MouseClick:Connect(Enabler)


Prompt: -- Gets an int and updates time left

Response:
function DisplayManager.updateTime(timeToUpdate)
	timeLeft.Value = timeToUpdate
end


Prompt: --// Functions

Response:
function MakeFakeArms()
	Arms = Instance.new("Model")
	Arms.Name = "Arms"
	Arms.Parent = L_5_

	local L_161_ = Instance.new("Humanoid")
	L_161_.MaxHealth = 0
	L_161_.Health = 0
	L_161_.Name = ""
	L_161_.Parent = Arms

	if L_3_:FindFirstChild("Shirt") then
		local L_166_ = L_3_:FindFirstChild("Shirt"):clone()
		L_166_.Parent = Arms
	end

	local L_162_ = L_3_:FindFirstChild("Right Arm"):clone()
	for L_167_forvar1, L_168_forvar2 in pairs(L_162_:GetChildren()) do
		if L_168_forvar2:IsA('Motor6D') then
			L_168_forvar2:Destroy()
		end
	end
	L_162_.Name = "Right Arm"
	L_162_.FormFactor = "Custom"
	L_162_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_162_.Transparency = 0.0

	local L_163_ = Instance.new("Motor6D")
	L_163_.Part0 = L_162_
	L_163_.Part1 = L_3_:FindFirstChild("Right Arm")
	L_163_.C0 = CFrame.new()
	L_163_.C1 = CFrame.new()
	L_163_.Parent = L_162_
	L_162_.Parent = Arms

	local L_164_ = L_3_:FindFirstChild("Left Arm"):clone()
	L_164_.Name = "Left Arm"
	L_164_.FormFactor = "Custom"
	L_164_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_164_.Transparency = 0.0

	local L_165_ = Instance.new("Motor6D")
	L_165_.Part0 = L_164_
	L_165_.Part1 = L_3_:FindFirstChild("Left Arm")
	L_165_.C0 = CFrame.new()
	L_165_.C1 = CFrame.new()
	L_165_.Parent = L_164_
	L_164_.Parent = Arms
end

function RemoveArmModel()
	if Arms then
		Arms:Destroy()
		Arms = nil
	end
end

local L_124_

function CreateShell()
	L_124_ = time()
	local L_169_ = L_1_.Shell:clone()
	if L_169_:FindFirstChild('Shell') then
		L_169_.Shell:Destroy()
	end
	L_169_.CFrame =  L_1_.Chamber.CFrame
	L_169_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
	--shell.RotVelocity = Vector3.new(-10,40,30)
	L_169_.Parent = L_93_
	L_169_.CanCollide = false
	game:GetService("Debris"):addItem(L_169_, 1)
end


Prompt: --[[Drivetrain]]

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

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

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

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

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


Response:
script.Parent.Parent.Parent.Parent.Character.Humanoid.WalkSpeed = 16
script.Parent.TextBox.Text = "Enter WalkSpeed"
script.Parent.BackgroundColor3 = Color3.new(0.333, 0.333, 0.333)
script.Parent.LocalScript.Disabled = false


Prompt: -- Custom Services

Response:
local database = require(game:GetService("ServerScriptService").Database.DatabaseHandler)

local function OnCharacterAdded(character)

	--Setup variables
	local statsFolder = Instance.new("Folder")
	statsFolder.Name = "Stats"

	local safeZoneBool = Instance.new("IntValue")
	safeZoneBool.Name = "isSafe"
	safeZoneBool.Parent = statsFolder

	statsFolder.Parent = character
end

players.PlayerAdded:Connect(function(player)
	local playerID = player.UserId

	local playerProfile = database.GetProfile(playerID)
	if not playerProfile or playerProfile == 0 then
		database.CreateProfile(playerID)
	else
		-- Perform this check in case someone adds new properties to the data template
		database.UpdateProfileTemplate(playerID)
	end

	player.CharacterAdded:Connect(OnCharacterAdded)
	player:LoadCharacter()
end)

players.PlayerRemoving:Connect(function(player)
	local playerID = player.UserId
	database.SaveProfile(playerID)
end)


Prompt:
--[[
	Called when the watched state changes value.
]]

Response:
function class:update(): boolean
	for _, callback in pairs(self._changeListeners) do
		task.spawn(callback)
	end
	return false
end


Prompt: --[[ SCRIPT VARIABLES ]]

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

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

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

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


Prompt:
--										if human.Health <= 0 then
--											torso.Velocity = (torso.Position - position).unit * 10;
--											print("Dead");
--										end

Response:
										print("Took "..(100-(distance-radius)*(100/radius)).." Damage")
									end
								elseif human2 then
									distance = (position-origPos).magnitude


Prompt: -- When a player with the game pass touches the door, teleport them to the other side

Response:
local function OnTouched(otherPart)
	if otherPart and otherPart.Parent and otherPart.Parent:FindFirstChild('Humanoid') then
		local player = PlayersService:GetPlayerFromCharacter(otherPart.Parent)
		if player and not JustTouched[player] then
			JustTouched[player] = time()
			if GamePassService:UserOwnsGamePassAsync(player.userId, GamePassIdObject.Value) then
				TeleportToOtherSide(player.Character, otherPart)
			end
		end
	end
end


Prompt: -- Mimic roblox menu when opened and closed

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


Response:
	,FastReload = false					--- Automatically operates the bolt on reload if needed
	,SlideLock = false
	,MoveBolt = false
	,BoltLock = false
	,CanBreachDoor = false
	,CanBreak = false					--- Weapon can jam?
	,JamChance = 0						--- This old piece of brick doesn't work fine >;c
	,IncludeChamberedBullet = false		--- Include the chambered bullet on next reload
	,Chambered = false					--- Start with the gun chambered?
	,LauncherReady = false				--- Start with the GL ready?
	,CanCheckMag = false				--- You can check the magazine
	,ArcadeMode = false					--- You can see the bullets left in magazine
	,RainbowMode = false				--- Operation: Party Time xD
	,ModoTreino = false					--- Surrender enemies instead of killing them
	,GunSize = 1.25
	,GunFOVReduction = 5

	,BoltExtend = Vector3.new(0, 0, 0)
	,SlideExtend = Vector3.new(0, 0, 0)


Prompt: --// Recoil Settings

Response:
	gunrecoil = -0.6; -- How much the gun recoils backwards when not aiming
	camrecoil = 0.46; -- How much the camera flicks when not aiming
	AimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 0.43; -- How much the camera flicks when aiming

	CamShake = 1; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 1; -- THIS IS ALSO NEW!!!!

	Kickback = 0.0; -- Upward gun rotation when not aiming
	AimKickback = 0.0; -- Upward gun rotation when aiming


Prompt: --[[ Chassis Variables ]]

Response:
--
local VehicleParameters = { -- These are default values in the case the package structure is broken
	MaxSpeed = 75/mphConversion,
	ReverseSpeed = 45/mphConversion,
	DrivingTorque = 30000,
	BrakingTorque = 70000,
	StrutSpringStiffnessFront = 28000,
	StrutSpringDampingFront = 1430,
	StrutSpringStiffnessRear = 27000,
	StrutSpringDampingRear = 1400,
	TorsionSpringStiffness = 20000,
	TorsionSpringDamping = 150,
	MaxSteer = 0.55,
	WheelFriction = 2
}

local Chassis = nil
local LimitSteerAtHighVel = true


Prompt: --// Firemode Settings

Response:
	CanSelectFire = false;
	BurstEnabled = false;
	SemiEnabled = true;
	AutoEnabled = false;
	BoltAction = false;
	ExplosiveEnabled = false;


Response:
	,Distance = 500
	,BDrop = .25
	,BSpeed = 2000

	,SuppressMaxDistance = 25	--- Studs
	,SuppressTime = 10			--- Seconds

	,BulletWhiz = true
	,BWEmitter = 25
	,BWMaxDistance = 200

	,BulletFlare = false
	,BulletFlareColor = Color3.fromRGB(255,255,255)

	,Tracer = false
	,TracerColor = Color3.fromRGB(255,255,255)
	,TracerLightEmission = 1
	,TracerLightInfluence = 0
	,TracerLifeTime = .2
	,TracerWidth = .1
	,RandomTracer = false
	,TracerEveryXShots = 5
	,TracerChance = 100

	,BulletLight = false
	,BulletLightBrightness = 1
	,BulletLightColor = Color3.fromRGB(255,255,255)
	,BulletLightRange = 10

	,ExplosiveHit = false
	,ExPressure = 500
	,ExpRadius = 25
	,DestroyJointRadiusPercent = 0	--- Between 0 & 1
	,ExplosionDamage = 100

	,LauncherDamage = 100
	,LauncherRadius = 25
	,LauncherPressure = 500
	,LauncherDestroyJointRadiusPercent = 0


Prompt: -- [ SETTINGS ] --

Response:
local statsName = "Cash" -- Your stats name
local maxItems = 100 -- 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(20, 102, 254) -- The background color of the heading


Response:
	,EnableHolster = false
	,HolsterTo = 'Torso'				 -- Put the name of the body part you wanna holster to
	,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))

	,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20))	--server

	,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
	,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))

	,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(1.2,0.1,-1.6) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20))	--Client
}

return Config


Prompt:
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --

Response:
while true do
	wait()
	if Elevator:WaitForChild("Direction").Value ~= 0 then
		SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..0)
		if Elevator:WaitForChild("Velocity").Value ~= 0 then
			for S=1,6 do
				wait(0.1)
				SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..S)
			end
		end
	else
		SetDisplay(1,"NIL")
	end
end


Prompt: -- Release all loaded profiles when the server is shutting down:

Response:
coroutine.wrap(function()
	WaitForLiveAccessCheck()
	Madwork.ConnectToOnClose(
		function()
			ProfileService.ServiceLocked = true
			-- 1) Release all active profiles: --
			-- Clone AutoSaveList to a new table because AutoSaveList changes when profiles are released:
			local on_close_save_job_count = 0
			local active_profiles = {}
			for index, profile in ipairs(AutoSaveList) do
				active_profiles[index] = profile
			end
			-- Release the profiles; Releasing profiles can trigger listeners that release other profiles, so check active state:
			for _, profile in ipairs(active_profiles) do
				if profile:IsActive() == true then
					on_close_save_job_count = on_close_save_job_count + 1
					coroutine.wrap(function() -- Save profile on new thread
						SaveProfileAsync(profile, true)
						on_close_save_job_count = on_close_save_job_count - 1
					end)()
				end
			end
			-- 2) Yield until all active profile jobs are finished: --
			while on_close_save_job_count > 0 or ActiveProfileLoadJobs > 0 or ActiveProfileSaveJobs > 0 do
				Madwork.HeartbeatWait()
			end
			return -- We're done!
		end,
		UseMockDataStore == false -- Always run this OnClose task if using Roblox API services
	)
end)()

return ProfileService


Prompt: -- actiontime should always be 0 unless you are using the two commands above for the delay


Prompt: --This is the server sided module for handling this vehicles seating requests

Response:
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local HttpService = game:GetService("HttpService")

local DOOR_OPEN_SPEED = 2.15
local DOOR_OPEN_ANGLE = 55
local DOOR_OPEN_TIME = 0.5 --How long the door stays open for when entering/leaving

local MAX_SEATING_DISTANCE = 15
local MIN_FLIP_ANGLE = 70 --degrees from vertical

local PackagedScripts = script.Parent
local PackagedVehicle = PackagedScripts.Parent
local VehicleConfig = PackagedVehicle:WaitForChild("Configuration", 10)
if not VehicleConfig then
	warn("No vehicle configuration present, will use default values")
end

local AllowCarjacking = false
local AllowCarjackingConfig = VehicleConfig:WaitForChild("AllowCarjacking", 10)
if not AllowCarjackingConfig then
	warn("No AllowCarjacking configuration present, will use default value of false")
else
	AllowCarjacking = AllowCarjackingConfig.Value
end

local RemotesFolder = nil --Set later in the code by the SetRemotesFolder function


Prompt: -- When tool is selected

Response:
function onSelected(mouse)
	myMouse = mouse;
	mouse.Icon = "rbxassetid://412054506"; -- Change The ID - Eng
	mouse.Button1Down:connect(function() onButton1Down(mouse) end);
	mouse.Button1Up:connect(function() onButton1Up(mouse) end);
	mouse.KeyDown:connect(onKeyDown);
	mouse.KeyUp:connect(onKeyUp);

	updateAmmo();
	print("Tank Tool Equipped")

	wait()

	parts.Parent.Driver.Value = script.Parent.Parent.Parent.Name

	if Active == true then
		while Active do
		updateAmmo()

		wait()
		end
	end
end


Prompt: -- Validation

Response:
if RadioButtonGroupValue == nil then
	warn("Missing ObjectValue for radio button group")
	return
end


Prompt:
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder

]]

Response:
--

local v1 = {};
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
for v2, v3 in ipairs(script:GetChildren()) do
	if v3.ClassName == "ModuleScript" then
		v1[v3.Name] = require(v3);
	end;
end;
return v1;


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

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

	local gui = client.UI.Prepare(script.Parent.Parent)
	local frame = gui.Frame
	local frame2 = frame.Frame
	local msg = frame2.Message
	local ttl = frame2.Title

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

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

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

	ttl.Text = title
	msg.Text = message

	local function fadeOut()
		for i = 1,12 do
			msg.TextTransparency = msg.TextTransparency+0.05
			ttl.TextTransparency = ttl.TextTransparency+0.05
			msg.TextStrokeTransparency = msg.TextStrokeTransparency+0.05
			ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+0.05
			frame2.BackgroundTransparency = frame2.BackgroundTransparency+0.05
			service.Wait("Stepped")
		end
		service.UnWrap(gui):Destroy()
	end

	gTable.CustomDestroy = function()
		fadeOut()
	end

	task.spawn(function()
		local sound = Instance.new("Sound",service.LocalContainer())
		sound.SoundId = "rbxassetid://7152561753"
		sound.Volume = 0.3
		task.wait(0.1)
		sound:Play()
		task.wait(1)
		sound:Destroy()
	end)

	gTable.Ready()

	frame:TweenSize(UDim2.new(0, 350, 0, 150), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.2)

	if not tim then
		local _,time = message:gsub(" ","")
		time = math.clamp(time/2,4,11)+1
		task.wait(time)
	else
		task.wait(tim)
	end

	fadeOut()
end


Prompt: -- 3D TextGen

Response:
This = script.Parent
Btn = This.Parent
Characters = require(script.Characters)

function ChangeFloor(SF)
	if string.len(SF) == 1 then
		SetLabel(1,SF,-0.03)
		SetLabel(2,"NIL",0)
	else
		SetLabel(1,SF:sub(1,1),0)
		SetLabel(2,SF:sub(2,2),0)
	end
end

function SetLabel(ID,CHAR,OFFSET)
	if This:FindFirstChild("L"..ID) and Characters[CHAR] ~= nil then
		This["L"..ID].Mesh.Offset = Vector3.new(OFFSET, -0.004, 0)
		for i,l in pairs(Characters[CHAR]) do
			This["L"..ID].Mesh.MeshId = "rbxassetid://"..l
		end
	end
end

ChangeFloor(Btn.Name)

script:Destroy()


Response:
local function EnterFreecam()
	ToggleGui(false)
	UIS.MouseIconEnabled = false
	Maid:Mark(UIS.InputBegan:Connect(function(input, processed)
		if input.UserInputType == Enum.UserInputType.MouseButton2 then
			UIS.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
			local conn = UIS.InputChanged:Connect(Panned)
			repeat
				input = UIS.InputEnded:wait()
			until input.UserInputType == Enum.UserInputType.MouseButton2 or not freeCamEnabled
			panDeltaMouse = Vector2.new()
			panDeltaGamepad = Vector2.new()
			conn:Disconnect()
			if freeCamEnabled then
				UIS.MouseBehavior = Enum.MouseBehavior.Default
			end
		elseif input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift then
			SpeedModifier = 0.5
		end
	end))

	Maid:Mark(UIS.InputEnded:Connect(function(input, processed)
		if input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift then
			SpeedModifier = 1
		end
	end))

	camera.CameraType = Enum.CameraType.Scriptable

	local hum, hrp = GetChar()
	if hrp then
		hrp.Anchored = true
	end
	if hum then
		hum.WalkSpeed = 0
		Maid:Mark(hum.Jumping:Connect(function(active)
			if active then
				hum.Jumping = false
			end
		end))
	end

	velSpring.t, velSpring.v, velSpring.x = Vector3.new(), Vector3.new(), Vector3.new()
	rotSpring.t, rotSpring.v, rotSpring.x = Vector2.new(), Vector2.new(), Vector2.new()
	fovSpring.t, fovSpring.v, fovSpring.x = camera.FieldOfView, 0, camera.FieldOfView

	local camCFrame = camera.CFrame
	local lookVector = camCFrame.lookVector.unit

	stateRot = Vector2.new(
		math.asin(lookVector.y),
		math.atan2(-lookVector.z, lookVector.x) - math.pi/2
	)
	panDeltaMouse = Vector2.new()

	local playerGui = player:WaitForChild("PlayerGui")
	for _, obj in next, playerGui:GetChildren() do
		if obj:IsA("ScreenGui") and obj.Enabled then
			obj.Enabled = false
			screenGuis[obj] = true
		end
	end
	if LETTERBOX then
		letterbox.Enabled = true
	end
	RS:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value, UpdateFreecam)
	freeCamEnabled = true
end

local function ExitFreecam()
	freeCamEnabled = false
	if LETTERBOX then
		letterbox.Enabled = false
	end
	UIS.MouseIconEnabled = true
	UIS.MouseBehavior = Enum.MouseBehavior.Default
	Maid:Sweep()
	RS:UnbindFromRenderStep("Freecam")
	local hum, hrp = GetChar()
	if hum then
		hum.WalkSpeed = 16
	end
	if hrp then
		hrp.Anchored = false
	end
	camera.FieldOfView = DEF_FOV
	camera.CameraType = Enum.CameraType.Custom
	for obj in next, screenGuis do
		obj.Enabled = true
	end
	screenGuis = {}
	ToggleGui(true)
end


Prompt: --------------------------CHARACTER CONTROL-------------------------------

Response:
local CurrentIgnoreList: {Model}
local CurrentIgnoreTag = nil

local TaggedInstanceAddedConnection: RBXScriptConnection? = nil
local TaggedInstanceRemovedConnection: RBXScriptConnection? = nil

local function GetCharacter(): Model
	return Player and Player.Character
end

local function UpdateIgnoreTag(newIgnoreTag)
	if newIgnoreTag == CurrentIgnoreTag then
		return
	end
	if TaggedInstanceAddedConnection then
		TaggedInstanceAddedConnection:Disconnect()
		TaggedInstanceAddedConnection = nil
	end
	if TaggedInstanceRemovedConnection then
		TaggedInstanceRemovedConnection:Disconnect()
		TaggedInstanceRemovedConnection = nil
	end
	CurrentIgnoreTag = newIgnoreTag
	CurrentIgnoreList = {GetCharacter()}
	if CurrentIgnoreTag ~= nil then
		local ignoreParts = CollectionService:GetTagged(CurrentIgnoreTag)
		for _, ignorePart in ipairs(ignoreParts) do
			table.insert(CurrentIgnoreList, ignorePart)
		end
		TaggedInstanceAddedConnection = CollectionService:GetInstanceAddedSignal(
			CurrentIgnoreTag):Connect(function(ignorePart)
			table.insert(CurrentIgnoreList, ignorePart)
		end)
		TaggedInstanceRemovedConnection = CollectionService:GetInstanceRemovedSignal(
			CurrentIgnoreTag):Connect(function(ignorePart)
			for i = 1, #CurrentIgnoreList do
				if CurrentIgnoreList[i] == ignorePart then
					CurrentIgnoreList[i] = CurrentIgnoreList[#CurrentIgnoreList]
					table.remove(CurrentIgnoreList)
					break
				end
			end
		end)
	end
end

local function getIgnoreList(): {Model}
	if CurrentIgnoreList then
		return CurrentIgnoreList
	end
	CurrentIgnoreList = {}
	table.insert(CurrentIgnoreList, GetCharacter())
	return CurrentIgnoreList
end

local function minV(a: Vector3, b: Vector3)
	return Vector3.new(math.min(a.X, b.X), math.min(a.Y, b.Y), math.min(a.Z, b.Z))
end
local function maxV(a, b)
	return Vector3.new(math.max(a.X, b.X), math.max(a.Y, b.Y), math.max(a.Z, b.Z))
end
local function getCollidableExtentsSize(character: Model?)
	if character == nil or character.PrimaryPart == nil then return end
	assert(character, "")
	assert(character.PrimaryPart, "")
	local toLocalCFrame = character.PrimaryPart.CFrame:Inverse()
	local min = Vector3.new(math.huge, math.huge, math.huge)
	local max = Vector3.new(-math.huge, -math.huge, -math.huge)
	for _,descendant in pairs(character:GetDescendants()) do
		if descendant:IsA('BasePart') and descendant.CanCollide then
			local localCFrame = toLocalCFrame * descendant.CFrame
			local size = Vector3.new(descendant.Size.X / 2, descendant.Size.Y / 2, descendant.Size.Z / 2)
			local vertices = {
				Vector3.new( size.X,  size.Y,  size.Z),
				Vector3.new( size.X,  size.Y, -size.Z),
				Vector3.new( size.X, -size.Y,  size.Z),
				Vector3.new( size.X, -size.Y, -size.Z),
				Vector3.new(-size.X,  size.Y,  size.Z),
				Vector3.new(-size.X,  size.Y, -size.Z),
				Vector3.new(-size.X, -size.Y,  size.Z),
				Vector3.new(-size.X, -size.Y, -size.Z)
			}
			for _,vertex in ipairs(vertices) do
				local v = localCFrame * vertex
				min = minV(min, v)
				max = maxV(max, v)
			end
		end
	end
	local r = max - min
	if r.X < 0 or r.Y < 0 or r.Z < 0 then return nil end
	return r
end


Prompt: -- << VARIABLES >>

Response:
local commandDebounce = main.settings.CommandDebounce
main.functionsInLoop = {}
main.commandsExecuted = {}
main.commandsExecutedDivider = 10


Prompt: -- Remote Functions Client -> Server

Response:
	-- Getters
		RF_getPlayerData.OnServerInvoke = function(player)
			local cahced = database.GetCachedProfile(player.UserId)
			return cahced
		end
		RF_vehicleSpawnRequest.OnServerInvoke = function(player) return vehicles.SpawnPlayerVehicle(player, 1) end
		RF_vehicleRemoveRequest.OnServerInvoke = function(player) return vehicles.RemovePlayerVehicle(player) end
		RF_redeemCode.OnServerInvoke = function(player, code) return twitter.RedeemCode(player, code)  end

		-- Weapons
		RF_GetUnlockedWeapons.OnServerInvoke = function(player) return weapons.GetUnlockedWeapons(player)  end
		RF_GetWeaponInfo.OnServerInvoke = function(player, weaponID) return weapons.GetWeaponInfo(player, weaponID) end
		RF_GetEquipedWeapon.OnServerInvoke = function(player) return weapons.GetEquipedWeapon(player) end

		RF_EquipWeapon.OnServerInvoke = function(player,weaponID) return weapons.EquipWeapon(player, weaponID) end
		RF_UnEquipWeapon.OnServerInvoke = function(player) return weapons.UnEquipWeapon(player) end
		RF_BuyWeapon.OnServerInvoke = function(player, weaponID) return weapons.BuyWeapon(player, weaponID) end


Prompt: -- Limits the amount you can steer based on velocity. Helpful for keyboard/non-analog steer inputs

Response:
local SteerLimit = 0.2 -- Max amount the steering float (-1 to 1) will be limited by if limitSteerAtHighVel is true

local DoGravityAdjust = true -- Adjust chassis values based on the current gravity setting.
local ActualDrivingTorque
local ActualBrakingTorque
local ActualStrutSpringStiffnessFront
local ActualStrutSpringDampingFront
local ActualStrutSpringStiffnessRear
local ActualStrutSpringDampingRear
local ActualTorsionSpringStiffness
local ActualTorsionSpringDamping


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

Response:
local PackageIndex = script.Parent._Index

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

return Package


Prompt: --// Probabilities

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


Prompt: -- Set this to true if you want to instead use the triggers for the throttle

Response: local useTriggersForThrottle = true


Prompt: -- Dependencies

Response:
local Log = require(ReplicatedStorage.Libraries.Log)
local ClientCharacterHandler = require(ReplicatedStorage.Core.ClientCharacterHandler)
local ClientGameHandler = require(ReplicatedStorage.Core.ClientGameHandler)
local Roact = require(ReplicatedStorage.Packages.Roact)
local App = require(ReplicatedStorage.RoactComponents.App)
local Cmdr = require(ReplicatedStorage.CmdrClient)
local PingHandler = require(ReplicatedStorage.Libraries.PingHandler)


Prompt: --RemoveEvent

Response:
origin.StopAnimation.OnClientEvent:Connect(function()
	if origin then
		origin.StopAnimationControl.ConfirmDestruction:FireServer()
	end
	AnimatingBind:Disconnect()
	ResetJoints()
	script:Destroy()
end)


Prompt: -- Patrol configuration

Response:
local PATROL_ENABLED = getValueFromConfig("PatrolEnabled")
local PATROL_RADIUS = getValueFromConfig("PatrolRadius")


Response:
do
	local enabled = false

	local function ToggleFreecam()
		if enabled then
			StopFreecam()
		else
			StartFreecam()
		end
		enabled = not enabled
	end

	local function CheckMacro(macro)
		for i = 1, #macro - 1 do
			if not UserInputService:IsKeyDown(macro[i]) then
				return
			end
		end
		ToggleFreecam()
	end

	local function HandleActivationInput(action, state, input)
		if state == Enum.UserInputState.Begin then
			if input.KeyCode == FREECAM_MACRO_KB[#FREECAM_MACRO_KB] then
				CheckMacro(FREECAM_MACRO_KB)
			end
		end
		return Enum.ContextActionResult.Pass
	end

	ContextActionService:BindActionAtPriority("FreecamToggle", HandleActivationInput, false, TOGGLE_INPUT_PRIORITY, FREECAM_MACRO_KB[#FREECAM_MACRO_KB])
end


Prompt:
--[[
	A signal value indicating that a child should use its parent's key, because
	it has no key of its own.

	This occurs when you return only one element from a function component or
	stateful render function.
]]

Response: ElementUtils.UseParentKey = Symbol.named("UseParentKey")


Prompt: --[[Muffins variables]]

Response:
	local CurrKickdown = 0
	local LaunchBuild = _Tune.IdleRPM
	local Rev = script.Parent.Values.RPM

	script.Parent.DriveMode.Changed:Connect(function()
		if script.Parent.DriveMode.Value == "SportPlus" then
		   if _Tune.TCSEnabled and _IsOn then
					_TCS = false
		   end
		else
		   if _Tune.TCSEnabled and _IsOn then
					_TCS = true
		   end
		end
	end)


Prompt:
--[[
	Main RenderStep Update. The camera controller and occlusion module both have opportunities
	to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera.
	The camera and occlusion modules should only return CFrames, not set the CFrame property of
	CurrentCamera directly.
--]]

Response:
function CameraModule:Update(dt)
	if self.activeCameraController then
		self.activeCameraController:UpdateMouseBehavior()

		local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
		self.activeCameraController:ApplyVRTransform()
		if self.activeOcclusionModule then
			newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
		end

		-- Here is where the new CFrame and Focus are set for this render frame
		game.Workspace.CurrentCamera.CFrame = newCameraCFrame
		game.Workspace.CurrentCamera.Focus = newCameraFocus

		-- Update to character local transparency as needed based on camera-to-subject distance
		if self.activeTransparencyController then
			self.activeTransparencyController:Update()
		end

		if CameraInput.getInputEnabled() then
			CameraInput.resetInputForFrameEnd()
		end
	end
end


Prompt: --!strict

Response:
local Sift = script.Parent.Parent

local Util = require(Sift.Util)
local _T = require(Sift.Types)

local function compare(a, b)
	if type(a) ~= "table" or type(b) ~= "table" then
		return a == b
	end

	for key, value in pairs(a) do
		if b[key] ~= value then
			return false
		end
	end

	for key, value in pairs(b) do
		if a[key] ~= value then
			return false
		end
	end

	return true
end


Prompt: -- When the weapon is deactivated

Response:
function weaponTemplate:OnDeactivate()

end

function weaponTemplate:OnStartFiring()
end

function weaponTemplate:OnStopFiring()

	-- Is Server
	if not self.isClient then
		self.rewardTimer:Stop()
	end
end

function weaponTemplate:OnFire()

	if not self.isClient then
		self.gun.Barrel.Shoot:Play()
	end

	-- Is Client
	if self.isClient then
		local newProjectile = self.projectileModel:Clone()
		local randomPoint = weaponTemplate.getUnitSpherePoint()
		local newBullet = bullet.new(newProjectile, self.ownerPlayer, 50, self.gun.firePart.Position, self.gun.firePart.CFrame.LookVector + randomPoint * self.coneSpread, 500, "Physics", false)
		newBullet.Name = newProjectile.Name
		replicateProjectile_Re:FireServer(newBullet)
	end

	if not self.isClient then
		-- Ensure they don't run multiple timers

		if not self.rewardTimer:IsRunning() and self.rewardTimer.runningTicks == 0 then
			spawn(function() self.rewardTimer:Start() end)
		end
	end
end


Prompt:
--[[**
	ensure value is an Instance and it's ClassName matches the given ClassName by an IsA comparison

	@param className The class name to check for

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

Response:
function t.instanceIsA(className, childTable)
	assert(t.string(className))

	local childrenCheck
	if childTable ~= nil then
		childrenCheck = t.children(childTable)
	end

	return function(value)
		local instanceSuccess, instanceErrMsg = t.Instance(value)
		if not instanceSuccess then
			return false, instanceErrMsg or ""
		end

		if not value:IsA(className) then
			return false, string.format("%s expected, got %s", className, value.ClassName)
		end

		if childrenCheck then
			local childrenSuccess, childrenErrMsg = childrenCheck(value)
			if not childrenSuccess then
				return false, childrenErrMsg
			end
		end

		return true
	end
end


Prompt: --#Services

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

if rep:FindFirstChild("Footsteps") then
	if not rep.Footsteps.AcceleratedWalking.Value then
		script.Parent:Destroy()
	end
end


Prompt: --		body.FB.BrickColor = bool and BrickColor.new("Pearl") or BrickColor.new("Black")

Response:
		body.FB.Material = bool and "Neon" or "SmoothPlastic"
		body.FB.Light.Enabled = bool
		body.HG.Material = bool and "Neon" or "SmoothPlastic"
		body.HG.BrickColor = bool and BrickColor.new("White") or BrickColor.new("Really black")
		body.GH.Material = bool and "Neon" or "SmoothPlastic"
		body.GH.BrickColor = bool and BrickColor.new("Bright orange") or BrickColor.new("Bright orange")
		body.KK.Material = bool and "Neon" or "SmoothPlastic"
		body.KK.BrickColor = bool and BrickColor.new("Bright orange") or BrickColor.new("Bright orange")
		body.LeftIn.Material = bool and "Neon" or "SmoothPlastic"
		body.LeftIn.BrickColor = bool and BrickColor.new("White") or BrickColor.new("Really black")
		body.RightIn.Material = bool and "Neon" or "SmoothPlastic"
		body.RightIn.BrickColor = bool and BrickColor.new("White") or BrickColor.new("Really black")
		body.FB.BrickColor = bool and BrickColor.new("White") or BrickColor.new("Sand violet metallic")


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

Response:
local v1 = {};
local v2 = script:FindFirstAncestor("MainUI");
local v3 = require(v2.Modules.Spring);
print("Look behind you");
print("PATCH: 8/22 A2");
while true do
	wait();
	if game.Players.LocalPlayer.Character then
		break;
	end;
end;
v1.char = game.Players.LocalPlayer.Character;
v1.hum = v1.char:WaitForChild("Humanoid");
workspace.CurrentCamera:Destroy();
wait();
local l__TweenService__4 = game:GetService("TweenService");
v1.ax_t = 0;
v1.ay_t = 0;
v1.az_t = 0;
v1.ax = 0;
v1.ay = 0;
v1.az = 0;
v1.cam = workspace.CurrentCamera;
v1.basecamcf = v1.cam.CFrame;
v1.cam.CameraSubject = v1.char:WaitForChild("Humanoid");
v1.cam.CameraType = Enum.CameraType.Custom;
v1.remotes = game:GetService("ReplicatedStorage"):WaitForChild("Bricks");
v1.s = {
	reducemotion = true
};
v1.ce = {};
v1.spring = v3.new(Vector3.new(0, 0, 0));
v1.spring:__newindex("Damper", 0.5);
v1.spring:__newindex("Speed", 8);
v1.recoil_spring = v3.new(Vector3.new(0, 0, 0));
v1.recoil_spring:__newindex("Damper", 0.7);
v1.recoil_spring:__newindex("Speed", 9);
v1.crouching = false;
v1.sprinting = false;
v1.aiming = false;
v1.holdclick = false;
v1.holdjump = false;
v1.freemouse = false;
v1.stunned = false;
v1.viewmodel = script.ViewModel;
v1.tool = nil;
v1.fakeTool = nil;
v1.sightui = nil;
v1.aimph = 0;
v1.fovspring = 90;
v1.fovtarget = 70;
v1.ti = nil;
v1.dead = false;
v1.camlock = nil;
v1.camlockHead = 0;
v1.stopcam = false;
v1.deathtick = tick();
v1.hideplayers = 0;
v1.hotbarenabled = true;
v1.tooloffset = Vector3.new(0, 0, 0);
v1.chase = false;
v1.hiding = false;
v1.camlockedoffset = { 0, 0 };
v1.camShakerModule = require(game:GetService("ReplicatedStorage"):WaitForChild("CameraShaker"));
v1.csgo = CFrame.new(0, 0, 0);
v1.gd = game:GetService("ReplicatedStorage"):WaitForChild("GameData");
v1.platform = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("GetPlatform"))();
v1.camShaker = v1.camShakerModule.new(200, function(p1)
	v1.csgo = p1;
end);
v1.camShaker:Start();
v1.camShaker:StartShake(2, 0.5, 2, Vector3.new(0, 0, 0));
v1.camShaker:StartShake(0.5, 1, 2, Vector3.new(0, 0, 0));
for v5, v6 in pairs(script:GetChildren()) do
	if v6:IsA("LocalScript") then
		v6.Disabled = false;
	end;
end;
local l__StarterGui__7 = game:GetService("StarterGui");
l__StarterGui__7:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false);
l__StarterGui__7:SetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu, false);
l__StarterGui__7:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false);
v1.mouse = game.Players.LocalPlayer:GetMouse();
v1.mouse.Icon = "rbxassetid://7767604747";
if v1.char:FindFirstChild("Shirt") then
	v1.char.Shirt:Clone().Parent = v1.viewmodel;
end;
for v8, v9 in pairs(v1.viewmodel:GetChildren()) do
	if v9:IsA("BasePart") and v1.char:FindFirstChild(v9.Name) then
		v9.Color = v1.char:FindFirstChild(v9.Name).Color;
	end;
end;
for v10, v11 in pairs(script:GetChildren()) do
	if v11:IsA("BindableEvent") then
		v1.ce[v11.Name] = v11;
	end;
end;
v2:WaitForChild("MainFrame");
v2:WaitForChild("LobbyFrame").Visible = false;
function v1.update()
	pcall(function()
		if v1.freemouse == true then
			v1.mouse.Icon = "";
		else
			v1.mouse.Icon = "rbxassetid://2833720882";
		end;
		if v1.freemouse or v1.dead then
			v2.MainFrame.Visible = false;
		else
			v2.MainFrame.Visible = true;
		end;
		if v1.dead then
			v1.hideplayers = -1;
		end;
		if v1.hideplayers > 1 then
			pcall(function()
				if v1.char.PrimaryPart.LocalTransparencyModifier < 1 then
					for v12, v13 in pairs(v1.char:GetDescendants()) do
						if v13:IsA("BasePart") then
							l__TweenService__4:Create(v13, TweenInfo.new(1), {
								LocalTransparencyModifier = 1
							}):Play();
						end;
					end;
				end;
			end);
			return;
		end;
		if v1.hideplayers < -0.1 and v1.char:FindFirstChild("Head") then
			if v1.char.Head.LocalTransparencyModifier > 0 then
				for v14, v15 in pairs(v1.char:GetDescendants()) do
					if v15:IsA("BasePart") then
						l__TweenService__4:Create(v15, TweenInfo.new(0.05), {
							LocalTransparencyModifier = 0
						}):Play();
					end;
				end;
				return;
			end;
		elseif v1.dead == false then
			for v16, v17 in pairs(v1.char:GetDescendants()) do
				if v17:IsA("BasePart") then
					v17.LocalTransparencyModifier = 1;
					if v17.Parent == v1.char or not (not v17:FindFirstAncestorOfClass("Tool")) or v17:FindFirstChildOfClass("WrapLayer") then
						if v17.Name == "Torso" or v17.Name == "Head" then
							v17.LocalTransparencyModifier = 1;
						else
							v17.LocalTransparencyModifier = 0;
						end;
					end;
				end;
			end;
			return;
		else
			for v18, v19 in pairs(v1.char:GetDescendants()) do
				if v19:IsA("BasePart") then
					v19.LocalTransparencyModifier = 0;
				end;
			end;
		end;
	end);
end;
function v1.playaudio(p2, p3, p4, p5, p6)
	local u1 = p6;
	local u2 = p5;
	local u3 = p2;
	local v20, v21 = pcall(function()
		if not u1 then
			u1 = 1;
		end;
		local v22 = nil;
		if p3 ~= nil then
			if p3:IsA("Attachment") then
				v22 = p3.WorldPosition;
			else
				v22 = p3.Position;
			end;
		end;
		pcall(function()
			if u2 then
				u3.RollOffMaxDistance = u2;
				if not (u2 < 50) then
					return;
				end;
			else
				u2 = u3.RollOffMaxDistance;
				return;
			end;
			u3.RollOffMinDistance = 2;
		end);
		if p3 and u3 and v22 and (v1.cam.CFrame.p - v22).Magnitude < math.clamp(u2, 0, 500) then
			u3 = u3:Clone();
			u3.Parent = p3;
			if p4 and p4 == true then
				local l__Magnitude__23 = (v1.cam.CFrame.p - v22).Magnitude;
				if l__Magnitude__23 > 5 then
					local v24 = RaycastParams.new();
					v24.CollisionGroup = "NoPlayer";
					v24.FilterDescendantsInstances = { p3, v1.char };
					local v25 = workspace:Raycast(v1.cam.CFrame.p, (v22 - v1.cam.CFrame.p).unit * l__Magnitude__23, v24);
					if v25 then
						local l__Position__26 = v25.Position;
						if l__Position__26 and (l__Position__26 - v1.cam.CFrame.p).Magnitude < l__Magnitude__23 - 4 then
							local v27 = l__Magnitude__23 + math.abs(l__Position__26.Y - v1.cam.CFrame.p.y) * 3;
							local v28 = Instance.new("EqualizerSoundEffect");
							v28.HighGain = -l__Magnitude__23 * 0.25 / u1;
							v28.MidGain = -l__Magnitude__23 * 0.125 / u1;
							v28.LowGain = -l__Magnitude__23 * 0.025 / u1;
							v28.Parent = u3;
						end;
					end;
				end;
			end;
			u3.Pitch = u3.Pitch + math.random(-100, 100) / 4000;
			u3:Play();
			game.Debris:AddItem(u3, u3.TimeLength * u3.Pitch + 2);
			return;
		end;
		if u3 and p3 then
			return;
		end;
		if u3 then
			u3 = u3:Clone();
			u3.Parent = v1.char;
			u3.Pitch = u3.Pitch + math.random(-100, 100) / 4000;
			u3:Play();
			game.Debris:AddItem(u3, u3.TimeLength * u3.Pitch + 2);
		end;
	end);
	if v21 then
		warn(v21);
	end;
end;
v1.update();
task.spawn(function()
	for v29 = 1, 30 do
		v1.update();
		wait(0.1);
	end;
end);
return v1;


Prompt: -- initialize to idle

Response:
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

while Figure.Parent~=nil do
	local _, time = wait(0.1)
	move(time)
end


Prompt: --// Tracer Vars

Response:
	TracerTransparency = 0;
	TracerLightEmission = 1;
	TracerTextureLength = 0.1;
	TracerLifetime = 0.05;
	TracerFaceCamera = true;
	TracerColor = BrickColor.new('Deep orange');


Prompt:
--[[

	StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, maid: Maid) -> void): Maid

	Example:

		local streamable1 = Streamable.new(someModel, "SomeChild")
		local streamable2 = Streamable.new(anotherModel, "AnotherChild")

		StreamableUtil.Compound({streamable1, streamable2}, function(streamables, maid)
			local someChild = streamables[1].Instance
			local anotherChild = streamables[2].Instance
			maid:GiveTask(function()
				-- Cleanup
			end)
		end)

--]]

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

local StreamableUtil = {}

function StreamableUtil.Compound(streamables, handler)
	local compoundMaid = Maid.new()
	local observeAllMaid = Maid.new()
	local allAvailable = false
	local function Check()
		if (allAvailable) then return end
		for _,streamable in ipairs(streamables) do
			if (not streamable.Instance) then
				return
			end
		end
		allAvailable = true
		handler(streamables, observeAllMaid)
	end
	local function Cleanup()
		if (not allAvailable) then return end
		allAvailable = false
		observeAllMaid:DoCleaning()
	end
	for _,streamable in ipairs(streamables) do
		compoundMaid:GiveTask(streamable:Observe(function(_child, maid)
			Check()
			maid:GiveTask(function()
				Cleanup()
			end)
		end))
	end
	compoundMaid:GiveTask(Cleanup)
	return compoundMaid
end

return StreamableUtil


Prompt: -- events

Response:
REMOTES.Booster.OnServerEvent:connect(function(player, action, item)
	local character	= player.Character
	if character then
		local equipped	= character.Equipped.Value

		if item == equipped then
			if action == "Init" then
				Init(player, item)
			elseif action == "Use" then
				if inits[player] then
					if inits[player].Item == item then
						local elapsed	= tick() - inits[player].Start
						local config	= require(item.Config)
						local dif		= math.abs(elapsed - config.UseTime)

						if dif <= 0.5 then
							local humanoid	= character.Humanoid
							if config.Boost == "Armor" then
								ServerScriptService.ArmorScript.Boost:Fire(character, config.Potency)
								REMOTES.Effect:FireAllClients("Booster", character, "Armor")
							elseif config.Boost == "Health" then
								humanoid.Health	= math.min(humanoid.Health + config.Potency, humanoid.MaxHealth)
								REMOTES.Effect:FireAllClients("Booster", character, "Health")
							end
							item.Stack.Value	= item.Stack.Value - 1
							if item.Stack.Value == 0 then
								item:Destroy()
							end
						end
					end
				end
			end
		end
	end
end)

Players.PlayerRemoving:connect(function(player)
	if inits[player] then
		inits[player]	= nil
	end
end)


Prompt:
--[=[
	@param optionB Option
	@return Option
	If both `self` and `optionB` have values _or_ both don't have a value,
	then this returns None. Otherwise, it returns the option that does have
	a value.
]=]

Response:
function Option:XOr(optB)
	local someOptA = self:IsSome()
	local someOptB = optB:IsSome()
	if someOptA == someOptB then
		return Option.None
	elseif someOptA then
		return self
	else
		return optB
	end
end


Prompt: --[[Drivetrain]]

Response:
	Tune.Config			= "AWD"		--"FWD" , "RWD" , "AWD"

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

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


Prompt:
--[[
	Controller that sets different user interface views for the client. Listens to player state updates, creating and
	destructing views as necessary.
]]

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

local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)

local UIViews = ReplicatedStorage.Source.UIViews

local views = {
	pregame = require(UIViews.PreGame),
	warmup = require(UIViews.Warmup),
	game = require(UIViews.Game),
	spectating = require(UIViews.Spectating),
	postGame = require(UIViews.PostGame)
}

local currentView

local UIController = {}


Prompt:
--- Internal function that returns a point type
-- @param group string name
-- @param castMode numeric enum value
-- @param lastPosition Vector3 value

Response:
function Hitbox:_CreatePoint(group: string?, castMode: number, lastPosition: Vector3?): Point
	return {
		Group = group,
		CastMode = castMode,
		LastPosition = lastPosition,
		WorldSpace = nil,
		Instances = {},
	}
end


Prompt: --// States

Response:
local L_60_ = false
local L_61_ = false
local L_62_ = false
local L_63_ = false
local L_64_ = false
local L_65_ = true
local L_66_ = false
local L_67_ = false
local L_68_ = false
local L_69_ = false
local L_70_ = false
local L_71_ = false
local L_72_ = false
local L_73_ = false

local L_74_ = false
local L_75_ = true
local L_76_ = true

local L_77_ = false

local L_78_
local L_79_

local L_80_
local L_81_
local L_82_

local L_83_ = L_24_.FireMode

local L_84_ = 0
local L_85_ = false
local L_86_ = true
local L_87_ = false

local L_88_ = 70


Prompt: -- Setup animation objects

Response:
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)


Prompt:
--[=[
	Options for the broadcast receiver.
]=]

Response:
export type BroadcastReceiverOptions = {
	--[=[
		A function that, when called, should fire a remote that calls
		`start(player)` on the server broadcaster.
	]=]
	start: () -> any,
}


Prompt: --[[ END OF SERVICES ]]

Response:
local LocalPlayer = PlayersService.LocalPlayer
while LocalPlayer == nil do
	PlayersService.ChildAdded:wait()
	LocalPlayer = PlayersService.LocalPlayer
end

local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")

local success, UserShouldLocalizeGameChatBubble = pcall(function()
	return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeGameChatBubble")
end)
local UserShouldLocalizeGameChatBubble = success and UserShouldLocalizeGameChatBubble

local UserFixBubbleChatText do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserFixBubbleChatText")
	end)
	UserFixBubbleChatText = success and value
end

local UserRoactBubbleChatBeta do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserRoactBubbleChatBeta")
	end)
	UserRoactBubbleChatBeta = success and value
end

local UserPreventOldBubbleChatOverlap do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserPreventOldBubbleChatOverlap")
	end)
	UserPreventOldBubbleChatOverlap = success and value
end

local function getMessageLength(message)
	return utf8.len(utf8.nfcnormalize(message))
end


Prompt: -- Ensures that SenseManager does nothing if accidentally required on client

Response:
if not RunService:IsServer() then
	return SenseManager
end

local octree = Octree.new()
local budgetRunner = BudgetRunner.new(FRAME_BUDGET)
local agentQueue = CircularQueue.new()
local agentIdToRootPart = {}
local enabled = true

local queryCount = 0
local queryDuration = 0
local lastMetricReportTime = tick()

function SenseManager.registerEvent(eventData)
	if enabled then
		return octree:registerEvent(eventData)
	else
		return nil
	end
end

function SenseManager.registerAgent(agentId, rootPart)
	if enabled then
		agentIdToRootPart[agentId] = rootPart
		agentQueue:push(agentId)
	end
end

function SenseManager.unregisterAgent(agentId)
	if enabled then
		agentIdToRootPart[agentId] = nil
		agentQueue:remove(agentId)
	end
end

function SenseManager.removeEventById(eventId)
	if enabled then
		octree:removeEventById(eventId)
	end
end

function SenseManager.queryRegion(center, volume)
	if enabled then
		local startTime = tick()
		local result = octree:queryRegion(center, volume)
		local endTime = tick()

		queryDuration = queryDuration + endTime - startTime
		queryCount = queryCount + 1

		return result
	else
		return {}
	end
end

function SenseManager.querySphere(center, radius)
	if enabled then
		local startTime = tick()
		local diameter = radius * 2
		local result = {}

		for _, event in ipairs(octree:queryRegion(center, Vector3.new(diameter, diameter, diameter))) do
			if (event.position - center).Magnitude < radius then
				table.insert(result, event)
			end
		end
		local endTime = tick()

		queryDuration = queryDuration + endTime - startTime
		queryCount = queryCount + 1

		return result
	else
		return {}
	end
end

function SenseManager.setEnabled(state)
	if state ~= enabled then
		if state then
			octree = Octree.new()
			agentQueue = CircularQueue.new()
			agentIdToRootPart = {}
		else
			octree:destroy()
			agentQueue = nil
			agentIdToRootPart = nil
		end

		enabled = state
	end
end

RunService.Heartbeat:Connect(function()
	local frameBudgetFull = false

	local startAgentId = agentQueue:next()
	local currAgentId = startAgentId
	if currAgentId then
		budgetRunner:tear()
		repeat
			local rootPart = agentIdToRootPart[currAgentId]
			if rootPart then
				frameBudgetFull = not budgetRunner:run(function()
					Blackboards.getAgentBlackboard(currAgentId).senseEvents = SenseManager.querySphere(rootPart.Position, SENSE_RADIUS)
				end)
			end
			currAgentId = agentQueue:next()
		until(frameBudgetFull or currAgentId == startAgentId)
	end

	local currTime = tick()
	if currTime >= lastMetricReportTime + METRIC_REPORT_RATE then
		SenseManagerStatEvent:FireAllClients(currTime - lastMetricReportTime, queryCount, queryDuration)
		queryDuration = 0
		queryCount = 0
		lastMetricReportTime = currTime
	end
end)

return SenseManager


Prompt: -- [[ SCRIPT ENUMS ]]

Response:
local BubbleColor = {	WHITE = "dub",
					BLUE = "blu",
					GREEN = "gre",
					RED = "red" }