Prompt: --This is something very accurate, so if you're Minitoon, You can just ask me to delete it if you want.

Response:
wait(1)
local TweenService = game:GetService("TweenService") --gets service for tween
local tweenPart = game.Players.LocalPlayer.Character.Humanoid --the part you want to tween (you can change this)

local info = TweenInfo.new(
    0.325,           --seconds it takes to complete loop
    Enum.EasingStyle.Back,     --easingstyle (how it moves)
    Enum.EasingDirection.Out,    --easingdirection (which direction)
    0,                    --times repeated (negative number if u want infinite)
    false,                 --reverse (does it go back to its spot)
    0                      --delay time (stoptime before doing the tween)
)

local Goals = {             --YOU CAN CHANGE THESE AND DELETE THE THINGS YOU DON'T WANT TO TWEEN
    CameraOffset = Vector3.new(0,-1.5,0), --where the part will be after tween
}
local info2 = TweenInfo.new(
    0.3,           --seconds it takes to complete loop
    Enum.EasingStyle.Back,     --easingstyle (how it moves)
    Enum.EasingDirection.Out,    --easingdirection (which direction)
    0,                    --times repeated (negative number if u want infinite)
    false,                 --reverse (does it go back to its spot)
    0                      --delay time (stoptime before doing the tween)
)

local Goals2 = {             --YOU CAN CHANGE THESE AND DELETE THE THINGS YOU DON'T WANT TO TWEEN
    CameraOffset = Vector3.new(0,0,0), --where the part will be after tween
}

local PartTween = TweenService:Create(tweenPart, info, Goals) --gets all the info and goals and creates tween
local PartTween2 = TweenService:Create(tweenPart, info2, Goals2) --gets all the info and goals and creates tween

local animidle = tweenPart:LoadAnimation(script.Parent.Idle)

local animwalk = tweenPart:LoadAnimation(script.Parent.Walk)
local crouching = false
local waiting = false

local userinputservice = game:GetService("UserInputService")
userinputservice.InputBegan:Connect(function(input)
    if input.KeyCode == Enum.KeyCode.LeftControl then
        if waiting == false then
            if crouching == false then
				script.Parent.ImageColor3 = Color3.new(1, 1, 1)
				script.Parent.Parent.ImageColor3 = Color3.new(0, 0.666667, 1)
                tweenPart.WalkSpeed = 8
                waiting = true
                crouching = true
                animidle:Play()
                PartTween:Play() --plays it
                tweenPart.Running:Connect(function(Speed)
                    if crouching == true then
                        if Speed >= 1 then
                            animidle:Stop()
                            if animwalk.IsPlaying == false then
                                animwalk:Play()
                            end

                        else
                            animidle:Play()
                            animwalk:Stop()
                        end
                    end
                end)
                wait(0.05)
                waiting = false
            else
				script.Parent.ImageColor3 = Color3.new(0, 0, 0)
				script.Parent.Parent.ImageColor3 = Color3.fromRGB(135, 135, 135)
                tweenPart.WalkSpeed = 16
                waiting = true
                crouching = false
                animidle:Stop()
                animwalk:Stop()
                PartTween2:Play()
                wait(0.05)
                waiting = false
            end
        end

    end
    if input.KeyCode == Enum.KeyCode.LeftShift then
        if waiting == false then
            if crouching == false then
				script.Parent.ImageColor3 = Color3.new(1, 1, 1)
				script.Parent.Parent.ImageColor3 = Color3.new(0, 0.666667, 1)
                tweenPart.WalkSpeed = 8
                waiting = true
                crouching = true
                animidle:Play()
                PartTween:Play() --plays it
                tweenPart.Running:Connect(function(Speed)
                    if crouching == true then
                        if Speed >= 1 then
                            animidle:Stop()
                            if animwalk.IsPlaying == false then
                                animwalk:Play()
                            end

                        else
                            animidle:Play()
                            animwalk:Stop()
                        end
                    end
                end)
                wait(0.05)
                waiting = false
            else
				script.Parent.ImageColor3 = Color3.new(0, 0, 0)
				script.Parent.Parent.ImageColor3 = Color3.fromRGB(135, 135, 135)
                tweenPart.WalkSpeed = 16
                waiting = true
                crouching = false
                animidle:Stop()
                animwalk:Stop()
                PartTween2:Play()
                wait(0.05)
                waiting = false
            end
        end

    end
end)
script.Parent.MouseButton1Click:Connect(function()
    if waiting == false then
        if crouching == false then
			script.Parent.ImageColor3 = Color3.new(1, 1, 1)
			script.Parent.Parent.ImageColor3 = Color3.new(0, 0.666667, 1)
            tweenPart.WalkSpeed = 8
            waiting = true
            crouching = true
            animidle:Play()
            PartTween:Play() --plays it
            tweenPart.Running:Connect(function(Speed)
                if crouching == true then
                    if Speed >= 1 then
                        animidle:Stop()
                        if animwalk.IsPlaying == false then
                            animwalk:Play()
                        end

                    else
                        animidle:Play()
                        animwalk:Stop()
                    end
                end
            end)
            wait(0.05)
            waiting = false
        else
			script.Parent.ImageColor3 = Color3.new(0, 0, 0)
			script.Parent.Parent.ImageColor3 = Color3.fromRGB(135, 135, 135)
            tweenPart.WalkSpeed = 16
            waiting = true
            crouching = false
            animidle:Stop()
            animwalk:Stop()
            PartTween2:Play()
            wait(0.05)
            waiting = false
        end
    end
end)


Prompt:
-- Shake
-- Stephen Leitnick
-- December 09, 2021


Prompt:
----------------------------------------------------------------------------------------
--                                  Adonis Loader                                     --
----------------------------------------------------------------------------------------
--		   	  Epix Incorporated. Not Everything is so Black and White.    --
----------------------------------------------------------------------------------------
--	    Edit settings in-game or using the settings module in the Config folder   --
----------------------------------------------------------------------------------------
--	                  This is not designed to work in solo mode                   --
----------------------------------------------------------------------------------------

Response:
local warn = function(...)
	warn(":: Adonis ::", ...)
end

warn("Loading...")

local RunService = game:GetService("RunService")
local mutex = RunService:FindFirstChild("__Adonis_MUTEX")
if mutex then
	if mutex:IsA("StringValue") then
		warn("Adonis is already running! Aborting...; Running Location:", mutex.Value, "This Location:", script:GetFullName())
	else
		warn("Adonis mutex detected but is not a StringValue! Aborting anyway...; This Location:", script:GetFullName())
	end
else
	mutex = Instance.new("StringValue")
	mutex.Name = "__Adonis_MUTEX"
	mutex.Value = script:GetFullName()
	mutex.Parent = RunService

	local model = script.Parent.Parent
	local config = model.Config
	local core = model.Loader

	local dropper = core.Dropper
	local loader = core.Loader
	local runner = script

	local settings = config.Settings
	local plugins = config.Plugins
	local themes = config.Themes

	local backup = model:Clone()

	local data = {
		Settings = {};
		Descriptions = {};
		ServerPlugins = {};
		ClientPlugins = {};
		Packages = {};
		Themes = {};

		ModelParent = model.Parent;
		Model = model;
		Config = config;
		Core = core;

		Loader = loader;
		Dopper = dropper;
		Runner = runner;

		ModuleID = 7510592873;  --// https://www.roblox.com/library/7510592873/Adonis-MainModule
		LoaderID = 7510622625;	--// https://www.roblox.com/library/7510622625/Adonis-Loader-Sceleratis-Davey-Bones-Epix

		DebugMode = false;
	}

	--// Init

	-- selene: allow(incorrect_standard_library_use)
	script.Parent = nil --script:Destroy()
	model.Name = math.random()

	local moduleId = data.ModuleID
	if data.DebugMode then
		moduleId = model.Parent.MainModule
	end

	local success, setTab = pcall(require, settings)
	if not success then
		warn("Settings module errored while loading; Using defaults; Error Message: ", setTab)
		setTab = {}
	end

	data.Settings = setTab.Settings
	data.Descriptions = setTab.Description
	data.Order = setTab.Order

	for _, Plugin in ipairs(plugins:GetChildren()) do
		if Plugin:IsA("Folder") then
			table.insert(data.Packages, Plugin)
		elseif string.sub(string.lower(Plugin.Name), 1, 7) == "client:" or string.sub(string.lower(Plugin.Name), 1, 7) == "client-" then
			table.insert(data.ClientPlugins, Plugin)
		elseif string.sub(string.lower(Plugin.Name), 1, 7) == "server:" or string.sub(string.lower(Plugin.Name), 1, 7) == "server-" then
			table.insert(data.ServerPlugins, Plugin)
		else
			warn("Unknown Plugin Type for "..tostring(Plugin).."; Plugin name should either start with server:, server-, client:, or client-")
		end
	end

	for _, Theme in ipairs(themes:GetChildren()) do
		table.insert(data.Themes, Theme)
	end

	if tonumber(moduleId) then
		if game:GetService("RunService"):IsStudio() then
			warn("Requiring Adonis MainModule. Expand for model URL > ", {URL = "https://www.roblox.com/library/".. moduleId})
		else
			warn("Requiring Adonis MainModule. Model URL: ", "https://www.roblox.com/library/".. moduleId)
		end
	end

	local module = require(moduleId)
	local response = module(data)

	if response == "SUCCESS" then
		if (data.Settings and data.Settings.HideScript) and not data.DebugMode and not game:GetService("RunService"):IsStudio() then
			model.Parent = nil
			game:BindToClose(function() model.Parent = game:GetService("ServerScriptService") model.Name = "Adonis_Loader" end)
		end

		model.Name = "Adonis_Loader"
	else
		error(" !! MainModule failed to load !! ")
	end
end

																																																							--[[
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--

					___________      .__         .___
					\_   _____/_____ |__|__  ___ |   | ____   ____
					 |    __)_\____ \|  \  \/  / |   |/    \_/ ___\
					 |        \  |_> >  |>    <  |   |   |  \  \___
					/_______  /   __/|__/__/\_ \ |___|___|  /\___  > /\
					        \/|__|            \/          \/     \/  \/
				  --------------------------------------------------------
				  Epix Incorporated. Not Everything is so Black and White.
				  --------------------------------------------------------

--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
																																																							--]]


Prompt: -- NOTE: this flowtype built-in is derived from the object shape returned by forwardRef

Response:
export type React_AbstractComponent<Config, Instance> = {
	["$$typeof"]: number,
	render: ((props: Config, ref: React_Ref<Instance>) -> React_Node)?,
	displayName: string?,
	defaultProps: Config?,
	-- not in React flowtype, but is in definitelytyped and is used in ReactElement
	name: string?,
	-- allows methods to be hung on a component, used in forwardRef.spec regression test we added
	[string]: any,
}


Prompt:
--		FrontLeftHip.DesiredAngle = (LimbDesiredAngle - ClimbFudge)
--		FrontRightHip.DesiredAngle = (LimbDesiredAngle + ClimbFudge)
--		BackLeftHip.DesiredAngle = -LimbDesiredAngle
--		BackRightHip.DesiredAngle = -LimbDesiredAngle

Response:
	else
		local WingAmplitude = 0.05
		local WingFrequency = 2
		local WingAngle = (LimbAmplitude * math.sin(Time * LimbFrequency))
		LeftWing.DesiredAngle = WingAngle
		RightWing.DesiredAngle = -WingAngle
	end

end

RunService.Stepped:connect(function()
	local Speed = (Torso.Velocity * Vector3.new(1, 0, 1)).Magnitude
	OnRunning(Speed)
	local _, Time = wait(0.1)
	Move(Time)
end)


Prompt: --// Math

Response:
local L_129_ = function(L_166_arg1, L_167_arg2, L_168_arg3)
	if L_166_arg1 > L_168_arg3 then
		return L_168_arg3
	elseif L_166_arg1 < L_167_arg2 then
		return L_167_arg2
	end
	return L_166_arg1
end

local L_130_ = L_118_.new(Vector3.new())
L_130_.s = 30
L_130_.d = 0.55

local L_131_ = CFrame.Angles(0, 0, 0)


Prompt: -- main program

Response:
local runService = game:service("RunService");

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


Prompt:
--[[
By AxisAngle, (Trey Reynolds)
Documentation
http://www.roblox.com/item.aspx?id=227509468

Region constructors:
	Region Region.new(CFrame RegionCFrame, Vector3 RegionSize)
		>Returns a new Region object

	Region Region.FromPart(Instance Part)
		>Returns a new Region objects

Region methods:
	table Region:Cast([Instance or table Ignore])
		>Returns all parts in the Region, ignoring the Ignore

	bool Region:CastPart(Instance Part)
		>Returns true if Part is within Region, false otherwise

	table Region:CastParts(table Parts)
		>Returns a table of all parts within the region

	bool Region:CastPoint(Vector3 Point)
		>Returns true if Point intersects Region, false otherwise

	bool Region:CastSphere(Vector3 SphereCenter, number SphereRadius)
		>Returns true if Sphere intersects Region, false otherwise

	bool Region:CastBox(CFrame BoxCFrame, Vector3 BoxSize)
		>Returns true if Box intersects Region, false otherwise

Region properties: (Regions are mutable)
	CFrame	CFrame
	Vector3	Size
	Region3	Region3

Region functions:
	Region3 Region.Region3BoundingBox(CFrame BoxCFrame, Vector3 BoxSize)
		>Returns the enclosing boundingbox of Box

	table Region.FindAllPartsInRegion3(Region3 Region3, [Instance or table Ignore])
		>Returns all parts within a Region3 of any size

	bool Region.BoxPointCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 Point)
		>Returns true if the Point is intersecting the Box, false otherwise

	bool Region.BoxSphereCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 SphereCenter, number SphereRadius)
		>Returns true if the Sphere is intersecting the Box, false otherwise

	bool Region.BoxCollision(CFrame Box0CFrame, Vector3 Box0Size, CFrame Box1CFrame, Vector3 Box1Size, [bool AssumeTrue])
		>Returns true if the boxes are intersecting, false otherwise
		If AssumeTrue is left blank, it does the full check to see if Box0 is intersecting Box1
		If AssumeTrue is true, it skips the heavy check and assumes that any part that could possibly be in the Region is
		If AssumeTrue is false, it skips the heavy check and assumes that any part that could possible be outside the Region is

	bool Region.CastPoint(Vector3 Point, [Instance or table Ignore])
		>Returns true if the point intersects a part, false otherwise
]]

Response:
local Region={}

local BoxPointCollision do
	local VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo.
	function BoxPointCollision(CFrame,Size,Point)
		local Relative	=VecDiv(CFrame, Point)
		local sx,sy,sz	=Size.x/2,Size.y/2,Size.z/2
		local rx,ry,rz	=Relative.x,Relative.y,Relative.z
		return			rx*rx<sx*sx and ry*ry<sy*sy and rz*rz<sz*sz
	end
end

local BoxSphereCollision do
	local VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo.
	function BoxSphereCollision(CFrame,Size,Center,Radius)
		local Relative	=VecDiv(CFrame,Center)
		local sx,sy,sz	=Size.x/2,Size.y/2,Size.z/2
		local rx,ry,rz	=Relative.x,Relative.y,Relative.z
		local dx		=rx>sx and rx-sx--Faster than if statement
						or rx<-sx and rx+sx
						or 0
		local dy		=ry>sy and ry-sy
						or ry<-sy and ry+sy
						or 0
		local dz		=rz>sz and rz-sz
						or rz<-sz and rz+sz
						or 0
		return dx*dx+dy*dy+dz*dz<Radius*Radius
	end
end


Prompt: -- Create the spark effect for the bullet impact

Response:
function MakeParticleFX(position, normal)
	-- This is a trick I do with attachments all the time.
	-- Parent attachments to the Terrain - It counts as a part, and setting position/rotation/etc. of it will be in world space.
	-- UPD 11 JUNE 2019 - Attachments now have a "WorldPosition" value, but despite this, I still see it fit to parent attachments to terrain since its position never changes.
	local attachment = Instance.new("Attachment")
	attachment.CFrame = CFrame.new(position, position + normal)
	attachment.Parent = workspace.Terrain
	local particle = ImpactParticle:Clone()
	particle.Parent = attachment
	Debris:AddItem(attachment, particle.Lifetime.Max) -- Automatically delete the particle effect after its maximum lifetime.

	-- A potentially better option in favor of this would be to use the Emit method (Particle:Emit(numParticles)) though I prefer this since it adds some natural spacing between the particles.
	particle.Enabled = true
	wait(0.05)
	particle.Enabled = false
end


Prompt: --				runAnimTrack.TimePosition = 0.0

Response:
				currentAnimTrack.TimePosition = 0.0
			end
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end

			if currentlyPlayingEmote then
				if currentAnimTrack.Looped then
					-- Allow the emote to loop
					return
				end

				repeatAnim = "idle"
				currentlyPlayingEmote = false
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid, nil, animSpeed)


Prompt:
--[[
	Create a new TestResults tree that's linked to the given TestPlan.
]]

Response:
function TestResults.new(plan)
	local self = {
		successCount = 0,
		failureCount = 0,
		skippedCount = 0,
		planNode = plan,
		children = {},
		errors = {},
	}

	setmetatable(self, TestResults)

	return self
end


Prompt: --[[Brakes]]

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

	Tune.FBrakeForce	= 1200		-- Front brake force
	Tune.RBrakeForce	= 1300		-- Rear brake force
	Tune.PBrakeForce	= 4000		-- Handbrake force

	Tune.FLgcyBForce	= 15000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]


Prompt:
--- Elder was h3re
---Decompiled with the Synapse X Luau decompiler.

Response:
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));

while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;

return function(p1, p2, p3, p4)
	local v2 = p1:FindFirstChildOfClass("UIGridLayout");
	local isGolden = v1.Directory.Eggs[p3].isGolden;
	for v7, v8 in ipairs(p4) do
		if not v7 then
			break;
		end;
		local v11 = v1.Assets.UI.EggInfo.Pet:Clone();
		local v13 = 0;
		for i,v in pairs(p4) do
			v13 = v13 + v[2];
		end
		local v12 = v8[2] / v13 * 100;
		v11.Thumbnail.Image = v1.Directory.Pets[v8[1]].thumbnail;
		v11.LayoutOrder = 9999 - v12;
		local v16, v17, v18 = Color3.toHSV((Color3.fromRGB(49, 255, 39):Lerp(Color3.fromRGB(255, 75, 39), (math.clamp(94.2467 * math.pow(0.9315, v12) / 100, 0, 1)))));
		v11.Thumbnail.Chance.TextColor3 = Color3.fromHSV(v16, v17, v18 * 2);
		if v12 < 1 then
			v11.Thumbnail.Chance.Text = math.round(v12 * 100) / 100 .. "%";
		else
			v11.Thumbnail.Chance.Text = math.round(v12) .. "%";
		end;
		v11.Thumbnail.Position = UDim2.new(0, 0, 0, 0);
		v11.Thumbnail.ImageTransparency = 0;
		v11.Parent = p1;
	end;
end;


Prompt:
--[[
	Given a reactive object, updates all dependent reactive objects.
	Objects are only ever updated after all of their dependencies are updated,
	are only ever updated once, and won't be updated if their dependencies are
	unchanged.
]]

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

type Set<T> = {[T]: any}
type Descendant = (PubTypes.Dependent & PubTypes.Dependency) | PubTypes.Dependent


Prompt: --// Extras

Response:
	WalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable
	SwayEnabled = true;	 -- Set to false to disable sway, true to enable


Prompt: --[[[Default Controls]]

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

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

	--Control Mapping
	Tune.Controls = {

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

		--Primary Controls
		Throttle				= Enum.KeyCode.W					,
		Brake					= Enum.KeyCode.S					,
		SteerLeft				= Enum.KeyCode.A					,
		SteerRight				= Enum.KeyCode.D   				    ,

		--Secondary Controls
		Throttle2				= Enum.KeyCode.B 					,
		Brake2					= Enum.KeyCode.N					,
		SteerLeft2				= Enum.KeyCode.M 	 				,
		SteerRight2				= Enum.KeyCode.V					,

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

		--Handbrake
		PBrake					= Enum.KeyCode.LeftShift			,

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

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


Prompt:
--------------------------------------------------------------------------------------------
-- Popper uses the level geometry find an upper bound on subject-to-camera distance.
--
-- Hard limits are applied immediately and unconditionally. They are generally caused
-- when level geometry intersects with the near plane (with exceptions, see below).
--
-- Soft limits are only applied under certain conditions.
-- They are caused when level geometry occludes the subject without actually intersecting
-- with the near plane at the target distance.
--
-- Soft limits can be promoted to hard limits and hard limits can be demoted to soft limits.
-- We usually don"t want the latter to happen.
--
-- A soft limit will be promoted to a hard limit if an obstruction
-- lies between the current and target camera positions.
--------------------------------------------------------------------------------------------

Response:
local subjectRoot
local subjectPart

camera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
	local subject = camera.CameraSubject
	if subject:IsA("Humanoid") then
		subjectPart = subject.RootPart
	elseif subject:IsA("BasePart") then
		subjectPart = subject
	else
		subjectPart = nil
	end
end)

local function canOcclude(part)
	-- Occluders must be:
	-- 1. Opaque
	-- 2. Interactable
	-- 3. Not in the same assembly as the subject

	return
		getTotalTransparency(part) < 0.25 and
		part.CanCollide and
		subjectRoot ~= (part:GetRootPart() or part) and
		not part:IsA("TrussPart")
end


Prompt: -- Make the main frame, which (mostly) covers the screen

Response:
MainFrame = NewGui('Frame', 'Backpack')
MainFrame.Visible = false
MainFrame.Parent = RobloxGui


Prompt: -- ALEX WAS HERE LOL

Response:
local v1 = {};
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
function v1.Give(p1, p2, p3)
	p3 = p3 or 1;
	local v2 = u1.Saving.Get(p1);
	if not v2 then
		return;
	end;
	if not v2.BoostsInventory[p2] then
		v2.BoostsInventory[p2] = p3;
	else
		local l__BoostsInventory__3 = v2.BoostsInventory;
		l__BoostsInventory__3[p2] = l__BoostsInventory__3[p2] + p3;
	end;
	return true;
end;
function v1.Has(p4, p5)
	local v4 = u1.Saving.Get(p4);
	if not v4 then
		return false;
	end;
	local v5 = v4.Boosts[p5];
	local v6 = false;
	if v5 ~= nil then
		v6 = v5 > 0;
	end;
	return v6;
end;
function v1.Activate(p6, p7)
	local v7 = u1.Saving.Get(p6);
	if not v7 then
		return;
	end;
	if u1.Shared.IsTradingPlaza then
		u1.Network.Fire("Notification", p6, "Boosts are disabled in the Trading Plaza.", {
			color = Color3.fromRGB(255, 62, 62)
		});
		return;
	end;
	local v8 = v7.BoostsInventory[p7];
	if not v8 or not (v8 > 0) then
		return;
	end;
	local l__BoostsInventory__9 = v7.BoostsInventory;
	l__BoostsInventory__9[p7] = l__BoostsInventory__9[p7] - 1;
	if v7.BoostsInventory[p7] <= 0 then
		v7.BoostsInventory[p7] = nil;
	end;
	local v10 = u1.Settings.BoostDurations[p7] or 1800;
	--if u1.Mastery.HasPerk(p6, "Boosts", 4) then
		--v10 = v10 * 1.5;
	--elseif u1.Mastery.HasPerk(p6, "Boosts", 3) then
	--	v10 = v10 * 1.25;
	--if p7 == "Triple Damage" and u1.Mastery.HasPerk(p6, "Boosts", 1) then
	--	v10 = v10 * 1.25;
	--elseif p7 == "Triple Coins" and u1.Mastery.HasPerk(p6, "Boosts", 2) then
	--	v10 = v10 * 1.25;
	--end;
	if not v7.Boosts[p7] then
		v7.Boosts[p7] = v10;
	else
		local l__Boosts__11 = v7.Boosts;
		l__Boosts__11[p7] = l__Boosts__11[p7] + v10;
	end;
	coroutine.wrap(function()
		u1.Network.Fire("Boost Activated", p6, p7, v10);
	end)();
	--u1.Mastery.Progress(p6, "Boosts", 180);
	return true;
end;
function UpdateBoosts(p8)
	if u1.Shared.IsTradingPlaza then
		return;
	end;
	local v12 = u1.Saving.Get(p8);
	if not v12 then
		return;
	end;
	for v16, v17 in pairs(v12.Boosts) do
		if v17 <= 0 then
			v12.Boosts[v16] = nil;
			u1.Network.Fire("Boost Ended", p8, v16);
		else
			v12.Boosts[v16] = v12.Boosts[v16] - 1;
			--u1.Mastery.Progress(p8, "Boosts", 1);
		end;
	end
end;
function Track(p9)
	coroutine.wrap(function()
		while true do
			if p9 then

			else
				break;
			end;
			if p9.Parent then

			else
				break;
			end;
			UpdateBoosts(p9);
			u1.Functions.Wait(1);
		end;
	end)();
end;
u1.Signal.Fired("Player Added"):Connect(function(p10)
	Track(p10);
end);
u1.Network.Fired("Activate Boost"):Connect(function(p11, p12)
	v1.Activate(p11, p12);
end);
return v1;


Prompt:
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------

Response:
	,VRecoil = {16,20}				--- Vertical Recoil
	,HRecoil = {8,12}				--- Horizontal Recoil
	,AimRecover = .325				---- Between 0 & 1

	,RecoilPunch = .25
	,VPunchBase = 4.75				--- Vertical Punch
	,HPunchBase = 2.5				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 5 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = .75
	,MaxRecoilPower = 2
	,RecoilPowerStepAmount = .25

	,MinSpread = 0.12				--- Min bullet spread value | Studs
	,MaxSpread = 30					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = .15
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.05				--- Weapon Base Sway | Studs
	,MaxSway =	3					--- Max sway value based on player stamina | Studs


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

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

			UseMockDataStore = true
			ProfileService._use_mock_data_store = true
			print("[ProfileService]: Roblox API services unavailable - data will not be saved")
		else
			print("[ProfileService]: Roblox API services available - data will be saved")
		end
		IsLiveCheckActive = false
	end)
end


Prompt:
--[[
	Calling setState during certain lifecycle allowed methods has the potential
	to create an infinitely updating component. Rather than time out, we exit
	with an error if an unreasonable number of self-triggering updates occur
]]

Response:
local MAX_PENDING_UPDATES = 100

local InternalData = Symbol.named("InternalData")

local componentMissingRenderMessage = [[
The component %q is missing the `render` method.
`render` must be defined when creating a Roact component!]]

local tooManyUpdatesMessage = [[
The component %q has reached the setState update recursion limit.
When using `setState` in `didUpdate`, make sure that it won't repeat infinitely!]]

local componentClassMetatable = {}

function componentClassMetatable:__tostring()
	return self.__componentName
end

local Component = {}
setmetatable(Component, componentClassMetatable)

Component[Type] = Type.StatefulComponentClass
Component.__index = Component
Component.__componentName = "Component"


Prompt: --[[Steering]]

Response:
	function Steering()
		--Mouse Steer
		if _MSteer then
			local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200)
			local mdZone = _Tune.Peripherals.MSteerDZone/100
			local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth)
			if math.abs(mST)<=mdZone then
				_GSteerT = 0
			else
				_GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST))
			end
		end

		--Interpolate Steering
		if _GSteerC < _GSteerT then
			if _GSteerC<0 then
				_GSteerC = math.min(_GSteerT,_GSteerC+_Tune.ReturnSpeed)
			else
				_GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed)
			end
		else
			if _GSteerC>0 then
				_GSteerC = math.max(_GSteerT,_GSteerC-_Tune.ReturnSpeed)
			else
				_GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed)
			end
		end

		--Steer Decay Multiplier
		local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))

		--Apply Steering
		for i,v in pairs(car.Wheels:GetChildren()) do
			if v.Name=="F" then
				v.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)
			elseif v.Name=="FL" then
				if _GSteerC>= 0 then
					v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0)
				else
					v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)
				end
			elseif v.Name=="FR" then
				if _GSteerC>= 0 then
					v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)
				else
					v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0)
				end
			end
		end
	end


Prompt: -- // Variables \\ --

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


Prompt:
--[[**
	ensures value is an integer

	@param value The value to check against

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

Response:
function t.integer(value)
	local success, errMsg = t.number(value)
	if not success then
		return false, errMsg or ""
	end
	if value%1 == 0 then
		return true
	else
		return false, string.format("integer expected, got %s", value)
	end
end


Prompt: -- Adds numParts more parts to the cache.

Response:
function PartCacheStatic:Expand(numParts: number): ()
	assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("Expand", "PartCache.new"))
	if numParts == nil then
		numParts = self.ExpansionSize
	end

	for i = 1, numParts do
		table.insert(self.Open, MakeFromTemplate(self.Template, self.CurrentCacheParent))
	end
end


Prompt: --// Animations

Response:
	-- Idle Anim
	IdleAnim = function(char, speed, objs)
		TweenJoint(objs[2],  nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
		TweenJoint(objs[3],  nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.18)
	end;

	-- FireMode Anim
	FireModeAnim = function(char, speed, objs)
		TweenJoint(objs[1],  nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.1)
		TweenJoint(objs[2],  nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25)
		wait(0.25)
		objs[4]:WaitForChild("Click"):Play()
	end;

	-- Reload Anim
	ReloadAnim = function(char, speed, objs)
		TweenJoint(objs[2],  nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5)
		TweenJoint(objs[3],  nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5)
		wait(0.5)

		local MagC = Tool:WaitForChild("Mag"):clone()
		MagC:FindFirstChild("Mag"):Destroy()
		MagC.Parent = Tool
		MagC.Name = "MagC"
		local MagCW = Instance.new("Motor6D")
		MagCW.Part0 = MagC
		MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
		MagCW.Parent = MagC
		MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame)
		objs[4].Transparency = 1

		objs[6]:WaitForChild("MagOut"):Play()

		TweenJoint(objs[3],  nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3)
		TweenJoint(objs[2],  nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1)
		wait(0.1)
		TweenJoint(objs[2],  nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3)
		wait(0.3)
		objs[6]:WaitForChild('MagIn'):Play()
		TweenJoint(objs[3],  nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3)
		wait(0.4)
		MagC:Destroy()
		objs[4].Transparency = 0
	end;

	-- Bolt Anim
		BoltBackAnim = function(char, speed, objs)
			TweenJoint(objs[3],  nil , CFrame.new(-0.723402083, 0.561492503, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0, 1.19248806e-08, 1, 0.173648179, -0.98480773, 1.17437144e-08), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.1)
			TweenJoint(objs[2],  nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.4)
			objs[5]:WaitForChild("BoltBack"):Play()
			TweenJoint(objs[2],  nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[1],  nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[3],  nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.3)
		end;

		BoltForwardAnim = function(char, speed, objs)
			objs[5]:WaitForChild("BoltForward"):Play()
			TweenJoint(objs[1],  nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
			TweenJoint(objs[2],  nil , CFrame.new(-0.674199283, -1.50949407, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.1)
			TweenJoint(objs[3],  nil , CFrame.new(-0.723402083, 0.653734565, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, -0.00113785546, 0.00645311177, 0.999978542, 0.173644453, -0.98478663, 0.00655265898), function(X) return math.sin(math.rad(X)) end, 0.2)
			wait(0.2)
		end;

		-- Bolting Back
		BoltingBackAnim = function(char, speed, objs)
			TweenJoint(objs[1],  nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.1)
		end;

		BoltingForwardAnim = function(char, speed, objs)
			TweenJoint(objs[1],  nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1)
		end;

		InspectAnim = function(char, speed, objs)
			ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play()
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play()
			wait(1)
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play()
			wait(1)
			ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
			ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
			wait(1)
			local MagC = Tool:WaitForChild("Mag"):clone()
			MagC:FindFirstChild("Mag"):Destroy()
			MagC.Parent = Tool
			MagC.Name = "MagC"
			local MagCW = Instance.new("Motor6D")
			MagCW.Part0 = MagC
			MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm")
			MagCW.Parent = MagC
			MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame)
			Tool.Mag.Transparency = 1
			Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play()

			ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
			ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
			wait(0.13)
			ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play()
			wait(0.20)
			ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play()
			wait(0.8)
			ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play()
			wait(0.5)
			Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play()
			ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play()
			wait(0.3)
			MagC:Destroy()
			Tool.Mag.Transparency = 0
			wait(0.1)
		end;

		nadeReload = function(char, speed, objs)
			ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play()
			ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play()
			wait(0.6)
			ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play()
			wait(0.6)
		end;

		AttachAnim = function(char, speed, objs)
			TweenJoint(objs[1],  nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25)
			TweenJoint(objs[2],  nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25)
			wait(0.18)
		end;

	}

return Settings


Prompt: --!strict

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


Prompt: --[[ FOOD BUTTON LOCALS ]]

Response:
--

local SaladButton = FoodFrame.Salad
local SandButton = FoodFrame.Sand


Response:
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
		if key == "k" then --Camera controls
	        if cam == ("car") then
				Camera.CameraSubject = player.Character.Humanoid
				Camera.CameraType = ("Custom")
				cam = ("freeplr")
				Camera.FieldOfView = 70
			elseif cam == ("freeplr") then
				Camera.CameraSubject = player.Character.Humanoid
				Camera.CameraType = ("Attach")
				cam = ("lockplr")
				Camera.FieldOfView = 45
	        elseif cam == ("lockplr") then
				Camera.CameraSubject = carSeat
				Camera.CameraType = ("Custom")
				cam = ("car")
				Camera.FieldOfView = 70
	        end
		elseif key == "[" then -- volume down
			if carSeat.Parent.Body.MP.Sound.Volume >= 0 then
				handler:FireServer('volumedown', true)
				carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.Body.MP.Sound.Volume)
			end
		elseif key == "]" then -- volume up
			if carSeat.Parent.Body.MP.Sound.Volume <= 10 then
				handler:FireServer('volumeup', true)
				carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.Body.MP.Sound.Volume)
			end
		elseif key == "j" then -- info
			if scr == false then
				scr = true
				script.Parent.Infotainment:TweenPosition(UDim2.new(0.7, 0, 0.3, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.6,true)
			else scr = false
				script.Parent.Infotainment:TweenPosition(UDim2.new(1, 0, 0.3, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.6,true)
			end
	end
end)

HUB2.Limiter.MouseButton1Click:connect(function() --Ignition
	 if carSeat.IsOn.Value == false then
		carSeat.IsOn.Value = true
		carSeat.Startup:Play()
		wait(1)
		carSeat.Chime:Play()
	else
		carSeat.IsOn.Value = false
	end
end)

HUB.Eco.MouseButton1Click:connect(function() --Hide tracker names
	handler:FireServer('Eco')
end)

HUB.Comfort.MouseButton1Click:connect(function() --Hide tracker names
	handler:FireServer('Comfort')
end)

HUB.Sport.MouseButton1Click:connect(function() --Hide tracker names
	handler:FireServer('Sport')
end)

winfob.mg.Play.MouseButton1Click:connect(function() --Play the next song
	handler:FireServer('updateSong', winfob.mg.Input.Text)
	carSeat.Parent.Body.Dash.Screen.G.Main.Icon.ID.Text = (winfob.mg.Input.Text)
end)

winfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song
	handler:FireServer('pauseSong')
	carSeat.Parent.Body.Dash.Screen.G.Main.Icon.ID.Text = ""
end)

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

game.Lighting.Changed:connect(function(prop)
	if prop == "TimeOfDay" then
	handler:FireServer('TimeUpdate')
	end
end)

if game.Workspace.FilteringEnabled == true then
	handler:FireServer('feON')
elseif game.Workspace.FilteringEnabled == false then
	handler:FireServer('feOFF')
end

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

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

for i,v in pairs(script.Parent:getChildren()) do
	if v:IsA('ImageButton') then
		v.MouseButton1Click:connect(function()
			if carSeat.Windows:FindFirstChild(v.Name) then
				local v = carSeat.Windows:FindFirstChild(v.Name)
				if v.Value == true then
					handler:FireServer('updateWindows', v.Name, false)
				else
					handler:FireServer('updateWindows', v.Name, true)
				end
			end
		end)
	end
end

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


Prompt:
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------

Response:
	,VRecoil = {12,16}				--- Vertical Recoil
	,HRecoil = {9,14}				--- Horizontal Recoil
	,AimRecover = .75				---- Between 0 & 1

	,RecoilPunch = .15
	,VPunchBase = 3.25				--- Vertical Punch
	,HPunchBase = 2.85				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 5 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = .25
	,MaxRecoilPower = 3
	,RecoilPowerStepAmount = .25

	,MinSpread = 1.95				--- Min bullet spread value | Studs
	,MaxSpread = 47					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 1.25
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	1.5					--- Max sway value based on player stamina | Studs


Prompt: ----- Utils -----

Response:
local function DeepCopyTable(t)
	local copy = {}
	for key, value in pairs(t) do
		if type(value) == "table" then
			copy[key] = DeepCopyTable(value)
		else
			copy[key] = value
		end
	end
	return copy
end

local function ReconcileTable(target, template)
	for k, v in pairs(template) do
		if type(k) == "string" then -- Only string keys will be reconciled
			if target[k] == nil then
				if type(v) == "table" then
					target[k] = DeepCopyTable(v)
				else
					target[k] = v
				end
			elseif type(target[k]) == "table" and type(v) == "table" then
				ReconcileTable(target[k], v)
			end
		end
	end
end


Response:
	,EnableHolster = false
	,HolsterTo = 'Right Leg'				 -- Put the name of the body part you wanna holster to
	,HolsterPos = CFrame.new(0.65,0.7,0.2) * CFrame.Angles(math.rad(-88),math.rad(0),math.rad(0))

	,RightArmPos = CFrame.new(-0.575, 0.65, -1.185) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(1.15,-0.1,-1.65) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))	--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(-0.4, 0.65, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(.85,-0.15,-1.55) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))	--Client
}

return Config


Prompt: -- FIXME: These should be surfaced to top-level APIs

Response:
local WeaponsClient = require(ReplicatedFirst.Packages.Chickynoid.Client.WeaponsClient)
local EffectsModule = require(ReplicatedFirst.Packages.Chickynoid.Client.Effects)

function module:Setup(_client) end

function module:TerminateBullet(bulletId)

    local record = self.bullets[bulletId]
    if (record) then
        if (record.part) then
            record.part:Destroy()
        end
        self.bullets[bulletId] = nil
    end
end

function module:FireBullet(origin, vec, speed, maxDistance, drop, bulletId)

    if (bulletId == -1) then
        bulletId = self.bulletId
        self.bulletId -= 1
    end
    --add the projectile
    local bulletRecord = {}

    bulletRecord.position = origin
    bulletRecord.vec = vec

    bulletRecord.speed = speed
    bulletRecord.maxDist = maxDistance
    bulletRecord.drop = drop
    bulletRecord.travel = 0

    module.bullets[bulletId] = bulletRecord

    return bulletRecord
end

function module:Step(_client, deltaTime)

    for key, bulletRecord in pairs(self.bullets) do
        --visual!
        if (bulletRecord.part == nil) then

            bulletRecord.part = Instance.new("Part")
            bulletRecord.part.Anchored = true
            bulletRecord.part.CanCollide = false
            bulletRecord.part.CanTouch = false
            bulletRecord.part.CanQuery = false
            bulletRecord.part.Size = Vector3.new(0.2,0.2,0.2)
            bulletRecord.part.Shape = Enum.PartType.Ball
            bulletRecord.part.Material = Enum.Material.Neon
            bulletRecord.part.Color = Color3.new(1,1,1)
            bulletRecord.part.Parent = game.Workspace
        end

        local lastPos = bulletRecord.position

        bulletRecord.vec += Vector3.new(0, bulletRecord.drop * deltaTime, 0)
        local add = bulletRecord.vec * bulletRecord.speed * deltaTime
        bulletRecord.position += add
        bulletRecord.travel += add.Magnitude

        if (bulletRecord.DoCollisionCheck) then
            local res = bulletRecord.DoCollisionCheck(bulletRecord, lastPos, bulletRecord.position)
            if (res ~= nil) then
                bulletRecord.die = true
            end
        end

        bulletRecord.part.Position = bulletRecord.position

        if (bulletRecord.travel > bulletRecord.maxDist) then
            --kill locally
            bulletRecord.die = true
        end

        if (bulletRecord.die == true) then
            bulletRecord.part:Destroy()
            self.bullets[key] = nil
        end
    end
end

return module


Prompt: -- luaX.tokens (was luaX_tokens) is now a hash; see luaX:init

Response:
luaX.MAXSRC = 80
luaX.MAX_INT = 2147483645       -- constants from elsewhere (see above)
luaX.LUA_QS = "'%s'"
luaX.LUA_COMPAT_LSTR = 1


Response:
This = script.Parent
Elevator = This.Parent.Parent.Parent

Elevator:WaitForChild("Direction").Changed:connect(function(val)
    if val == 1 then
		This.Up.Light.BrickColor = This.Up.ActiveColor.Value
		This.Up.Light.Material = "Neon"
		This.Down.Light.BrickColor = This.Down.InactiveColor.Value
		This.Down.Light.Material = "SmoothPlastic"
    elseif val == -1 then
		This.Up.Light.BrickColor = This.Up.InactiveColor.Value
		This.Up.Light.Material = "SmoothPlastic"
		This.Down.Light.BrickColor = This.Down.ActiveColor.Value
		This.Down.Light.Material = "Neon"
	else
		This.Up.Light.BrickColor = This.Up.InactiveColor.Value
		This.Up.Light.Material = "SmoothPlastic"
		This.Down.Light.BrickColor = This.Down.InactiveColor.Value
		This.Down.Light.Material = "SmoothPlastic"
    end
end)


Response:
function onRunning(speed)
	if speed > 0.01 then
		playAnimation("walk", 0.1, Humanoid)
		if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
			setAnimationSpeed(speed / 14.5)
		end
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.1, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

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

function onClimbing(speed)
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / 12.0)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

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

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed > 0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

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

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

function animateTool()

	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder:SetDesiredAngle(3.14 /2)
	LeftShoulder:SetDesiredAngle(-3.14 /2)
	RightHip:SetDesiredAngle(3.14 /2)
	LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

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

	local climbFudge = 0
	local setAngles = false

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

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

	if (setAngles) then
		local desiredAngle = amplitude * math.sin(time * frequency)

		RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
		LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
		RightHip:SetDesiredAngle(-desiredAngle)
		LeftHip:SetDesiredAngle(-desiredAngle)
	end

	-- Tool Animation handling
	local tool = getTool()
	if tool and tool:FindFirstChild("Handle") then

		local animStringValueObject = getToolAnim(tool)

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

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

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


Prompt: ---[[ Window Settings ]]

Response:
module.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0)
module.MaximumWindowSize = UDim2.new(0.5, 0, 0.5, 0) -- Should always be less than the full screen size.
module.DefaultWindowPosition = UDim2.new(0, 0, 0, 0)
local extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset
module.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset)
module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset)
module.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)


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

Response:
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end

function playToolAnimation(animName, transitionTime, humanoid)

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


Prompt: --------------------------------------Dont change anything under here!----------------------------------------------

Response:
function Setup()
for i,p in pairs(game.Players:children()) do
if (p.Character == wand.Parent) then

if (connect ~= nil) then connect:disconnect() end
connect = p.Chatted:connect(PlayerTalked)
owner = p
end
end
end

function PlayerTalked(words)

if (string.find(words:lower(), inc:lower()) ~= nil) and (wand.Parent == owner.Character) then
print("Casting the spell ''" ..inc.. "''")
CastSpell()
end
end

function CastSpell()
wand.Activated:wait()
ahem = wand.Parent.Humanoid.TargetPoint
for i = 1, 5 do
lol = Instance.new("Sparkles")
lol.Parent = wand.Parent.Torso
game.Debris:AddItem(lol, .6)
end
bav = Instance.new("BodyAngularVelocity")
bav.angularvelocity = Vector3.new(0,100,0)
bav.maxTorque = Vector3.new(200000,200000,200000)
bav.P = 200000
bav.Parent = wand.Parent.Torso
game.Debris:AddItem(bav, .6)
wait(.5)
wand.Parent.Humanoid.Jump = true
wait()
wand.Parent:MoveTo(ahem)
target = findNearestTorso(stick.Position, 5)
if target ~= nil then
target.Parent:MoveTo(ahem + Vector3.new(math.random(-2,2), 0, math.random(-2,2)))
end
end

wand.Equipped:connect(Setup)


Prompt: -- Basic Settings

Response:
AdminCredit=true;				-- Enables the credit GUI for that appears in the bottom right
AutoClean=false;				-- Enables automatic cleaning of hats & tools in the Workspace
AutoCleanDelay=60;				-- The delay between each AutoClean routine
CommandBar=true;				-- Enables the Command Bar | GLOBAL KEYBIND: \
FunCommands=true;				-- Enables fun yet unnecessary commands
FreeAdmin=false;				-- Set to 1-5 to grant admin powers to all, otherwise set to false
PublicLogs=false;				-- Allows all users to see the command & chat logs
Prefix=':';						-- Character to begin a command
								--[[
	Admin Powers

0			Player
1			VIP					Can use nonabusive commands only on self
2			Moderator			Can kick, mute, & use most commands
3			Administrator		Can ban, crash, & set Moderators/VIP
4			SuperAdmin			Can grant permanent powers, & shutdown the game
5			Owner				Can set SuperAdmins, & use all the commands
6			Game Creator		Can set owners & use all the commands

	Group & VIP Admin

		You can set multiple Groups & Ranks to grant users admin powers:

GroupAdmin={
[12345]={[254]=4,[253]=3};
[GROUPID]={[RANK]=ADMINPOWER}
};

		You can set multiple Assets to grant users admin powers:

VIPAdmin={
[12345]=3;
[54321]=4;
[ITEMID]=ADMINPOWER;
};								]]

GroupAdmin={

};

VIPAdmin={

};


Prompt: -- functions

Response:
return function(humanoid, pos, normal)
	local armor	= humanoid:FindFirstChild("Armor")

	local hole	= script.HumanoidHit:Clone()
		hole.CFrame	= CFrame.new(pos, pos + normal)
		hole.Parent	= EFFECTS

	if armor and armor.Value > 0 then
		hole.ArmorEmitter:Emit(4)
		hole.SparkEmitter:Emit(10)
	else
		hole.HitEmitter:Emit(4)
		hole.DamageEmitter:Emit(10)
	end

	Debris:AddItem(hole, 5)
end


Prompt: --// Tables

Response:
local L_41_ = {

	"1565831468";
	"1565832329";

}

local L_42_ = {

	"1565831129";
	"1565830611";

}

local L_43_ = {

	"1565825075";
	"1565824613";

}

local L_44_ = {

	"1565821941";
	"1565821634";

}

local L_45_ = {

	"1565756818";
	"1565756607";

}

local L_46_ = {

	"1565717027";
	"1565716705";

}

local L_47_ = {

	"1565703226";
	"1565675605";

}


Prompt: --	player.PlayerGui:FindFirstChild("Client_HurtS").Blunt:FireClient(player)

Response:
	wait(7)
	script.Parent.PlatformStand = false
end
	wait(0.5)
	script:Destroy()


Prompt: --Modules

Response:
local Knit = require(ReplicatedStorage.Packages.Knit)

Knit.AddServices(servicesFolder)
Knit.AddServicesDeep(servicesFolder)

Knit.Start()


Prompt: -- Import relevant references

Response:
Selection = Core.Selection;
Support = Core.Support;
Security = Core.Security;
Support.ImportServices();


Prompt: -- Movement mode standardized to Enum.ComputerCameraMovementMode values

Response:
function BaseCamera:SetCameraMovementMode( cameraMovementMode )
	self.cameraMovementMode = cameraMovementMode
end

function BaseCamera:GetCameraMovementMode()
	return self.cameraMovementMode
end

function BaseCamera:SetIsMouseLocked(mouseLocked)
	self.inMouseLockedMode = mouseLocked
	self:UpdateMouseBehavior()
end

function BaseCamera:GetIsMouseLocked()
	return self.inMouseLockedMode
end

function BaseCamera:SetMouseLockOffset(offsetVector)
	self.mouseLockOffset = offsetVector
end

function BaseCamera:GetMouseLockOffset()
	return self.mouseLockOffset
end

function BaseCamera:InFirstPerson()
	return self.inFirstPerson
end

function BaseCamera:EnterFirstPerson()
	-- Overridden in ClassicCamera, the only module which supports FirstPerson
end

function BaseCamera:LeaveFirstPerson()
	-- Overridden in ClassicCamera, the only module which supports FirstPerson
end


Prompt: --Services

Response:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
    local player = Players.LocalPlayer


Prompt: --[[Steering]]

Response:
	Tune.SteerInner		= 36		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 37		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree

	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness


Prompt: -- If the character jumps switch the animation

Response:
function onJump()
	--if walkAnim then
		--walkAnim:Stop()
	--end
	JumpAnim = Tool:FindFirstChild("Humanoid"):LoadAnimation(script.PenguinJump)
	JumpAnim:Play()
	print("PENGUIN JUMP")
	wait(0.4)
	JumpAnim:Stop()
	--walkAnim:Play()
	Tool:FindFirstChild("Humanoid").WalkSpeed = 8.0
	wait(0.7)
	--walkAnim:Stop()
	Tool:FindFirstChild("Humanoid").WalkSpeed = 16.0
end


Prompt:
--[[
game.ServerScriptService.Server.AirlocksRemoteControl.Event:Connect(function(command)

	if command == "lock" then
		Debounce = true
		script.Parent.LockShowA.BrickColor = BrickColor.new("Bright red")
		script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright red")
		script.Parent.LockShowC.BrickColor = BrickColor.new("Bright red")
		script.Parent.LockShowB.BrickColor = BrickColor.new("Bright red")
		script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright red")
		CloseAll()
	elseif command == "unlock" then
		script.Parent.LockShowA.BrickColor = BrickColor.new("Bright green")
		script.Parent.LockShow2A.BrickColor = BrickColor.new("Bright green")
		script.Parent.LockShowC.BrickColor = BrickColor.new("Bright green")
		script.Parent.LockShowB.BrickColor = BrickColor.new("Bright green")
		script.Parent.LockShow2B.BrickColor = BrickColor.new("Bright green")
		Debounce = false
	elseif command == "eopen" then
		Debounce = true
		script.Parent.LockShowA.BrickColor = BrickColor.new("Deep orange")
		script.Parent.LockShow2A.BrickColor = BrickColor.new("Deep orange")
		script.Parent.LockShowC.BrickColor = BrickColor.new("Deep orange")
		script.Parent.LockShowB.BrickColor = BrickColor.new("Deep orange")
		script.Parent.LockShow2B.BrickColor = BrickColor.new("Deep orange")
		OpenAll()
	end

end)
]]

Response:
--

script.Parent.ButtonA.ClickDetector.MouseClick:Connect(function()
	if DoorStatusA == "Closed" and DoorStatusB == "Closed" and Main == "N/A" and Debounce == false then
		Debounce = true
		OpenDoor1()
		Debounce = false
		Main = "Door2"
	elseif DoorStatusA == "Opened" and DoorStatusB == "Closed" and Main == "Door2" and Debounce == false then
		Debounce = true
		CloseDoor1()
		Cycle()
		OpenDoor2()
		Main = "Door1"
		Debounce=false
	elseif DoorStatusA == "Closed" and DoorStatusB == "Opened" and Main == "Door1" and Debounce == false then
		Debounce = true
		CloseDoor2()
		Cycle()
		OpenDoor1()
		Main = "Door2"
		Debounce=false
	end
end)

script.Parent.Button2A.ClickDetector.MouseClick:Connect(function()
	if DoorStatusA == "Closed" and DoorStatusB == "Closed" and Main == "N/A" and Debounce == false then
		print("how did you even get in there lol")
		Debounce = true
		OpenDoor1()
		Debounce = false
		Main = "Door2"
	elseif DoorStatusA == "Opened" and DoorStatusB == "Closed" and Main == "Door2" and Debounce == false then
		Debounce = true
		CloseDoor1()
		Cycle()
		OpenDoor2()
		Main = "Door1"
		Debounce=false
	elseif DoorStatusA == "Closed" and DoorStatusB == "Opened" and Main == "Door1" and Debounce == false then
		Debounce = true
		CloseDoor2()
		Cycle()
		OpenDoor1()
		Main = "Door2"
		Debounce=false
	end
end)

script.Parent.ButtonB.ClickDetector.MouseClick:Connect(function()
	if DoorStatusA == "Closed" and DoorStatusB == "Closed" and Main == "N/A" and Debounce == false then
		Debounce = true
		OpenDoor2()
		Debounce = false
		Main = "Door1"
	elseif DoorStatusA == "Closed" and DoorStatusB == "Opened" and Main == "Door1" and Debounce == false then
		Debounce = true
		CloseDoor2()
		Cycle()
		OpenDoor1()
		Main = "Door2"
		Debounce=false
	elseif DoorStatusA == "Opened" and DoorStatusB == "Closed" and Main == "Door2" and Debounce == false then
		Debounce = true
		CloseDoor1()
		Cycle()
		OpenDoor2()
		Main = "Door1"
		Debounce=false
	end
end)

script.Parent.Button2B.ClickDetector.MouseClick:Connect(function()
	if DoorStatusA == "Closed" and DoorStatusB == "Closed" and Main == "N/A" and Debounce == false then
		Debounce = true
		OpenDoor2()
		Debounce = false
		Main = "Door1"
	elseif DoorStatusA == "Closed" and DoorStatusB == "Opened" and Main == "Door1" and Debounce == false then
		Debounce = true
		CloseDoor2()
		Cycle()
		OpenDoor1()
		Main = "Door2"
		Debounce=false
	elseif DoorStatusA == "Opened" and DoorStatusB == "Closed" and Main == "Door2" and Debounce == false then
		Debounce = true
		CloseDoor1()
		Cycle()
		OpenDoor2()
		Main = "Door1"
		Debounce=false
	end
end)

script.Parent.ButtonC.ClickDetector.MouseClick:Connect(function()
	if DoorStatusA == "Closed" and DoorStatusB == "Closed" and Main == "N/A" and Debounce == false then
		Debounce = true
		OpenDoor2()
		Debounce = false
		Main = "Door1"
	elseif DoorStatusA == "Closed" and DoorStatusB == "Opened" and Main == "Door1" and Debounce == false then
		Debounce = true
		CloseDoor2()
		Cycle()
		OpenDoor1()
		Main = "Door2"
		Debounce=false
	elseif DoorStatusA == "Opened" and DoorStatusB == "Closed" and Main == "Door2" and Debounce == false then
		Debounce = true
		CloseDoor1()
		Cycle()
		OpenDoor2()
		Main = "Door1"
		Debounce=false
	end
end)


Prompt:
--[[
	When the state enters, input is bound, and the camera is made static
]]

Response:
function PreGameReady.enter()
end


Prompt: -- << DETAILS >>

Response:
local details = {

	{
	{0, "Colors"};
	};

	{
	{0, "Qualifiers (select certain players)"};
	{"Me"};
	{"All"};
	{"Random"};
	{"Admins/NonAdmins"};
	{"Friends/NonFriends"};
	{"NBC/BC/TBC/OBC/Premium(prem)"};
	{"R6/R15"};
	{"Rthro/NonRthro"};
	{"@(RankName)"};
	{"%(TeamName)"};
	};

	{
	{0, "Shortcuts"};
	{"' (Quote) to toggle cmdbar (computer)"};
	{"; (Semicolon) to toggle cmdbar2 (computer)"};
	--{"Double-jump to toggle flight (m & c)"};
	};

	{
	{0, "Tips"};
	{"/e for silent commands   (/e ;jump me)"};
	{"Batch commands   (;jump me ;kill me)"};
	{"Select multiple players   (;jump me,bc,r15)"};
	{"Shorten names   (;jump ForeverHD = ;jump for)"};
	{"Cases do not matter   (;jUmP mE = ;jump me)"};
	};

}
local colorId
for i,v in pairs(details) do
	if v[1][1] == 0 and v[1][2] == "Colors" then
		colorId = i
	end
end
for i, colorInfo in pairs(main.settings.Colors) do
	local shortName = colorInfo[1]
	local fullName = colorInfo[2]
	local tag = {fullName.." ("..shortName..")"}
	table.insert(details[colorId], tag)
	table.insert(main.colors, fullName)
end

function module:CreateDetails()
	main:GetModule("cf"):ClearPage(pages.details)

	--Create labels
	local totalLabels = 0
	for _, detailGroup in pairs(details) do
		for i,v in pairs(detailGroup) do
			local label = templateM:Clone()
			if i == 1 then
				label.BackgroundColor3 = Color3.fromRGB(95, 95, 95)
				label.TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
				label.TextLabel.Text = v[2]
			else
				label.BackgroundColor3 = main:GetModule("cf"):GetLabelBackgroundColor(i)
				label.TextLabel.TextColor3 = Color3.fromRGB(235, 235, 235)
				label.TextLabel.Text = v[1]
			end
			label.Visible = true
			label.Parent = pages.details
			totalLabels = totalLabels + 1
		end
	end

	--Canvas size
	pages.details.CanvasSize = UDim2.new(0,0,0,totalLabels*templateM.AbsoluteSize.Y)
end

return module


Prompt:
--[[
	Sets the new view, destructing any previous view if it exists, and then creating the specified
	new view.
]]

Response:
function UIController.setView(view, ...)
	if not views[view] then
		Logger.warn("Tried to set UIController view to ", view, ", but it does not exist!")
		return
	end

	if currentView then
		currentView.exit()
	end

	currentView = views[view]
	currentView.enter(...)
end

Logger.debug("UIController loaded")

return UIController


Prompt: --// Tables

Response:
local L_89_ = {

	"285421759";
	"151130102";
	"151130171";
	"285421804";
	"287769483";
	"287769415";
	"285421687";
	"287769261";
	"287772525";
	"287772445";
	"287772351";
	"285421819";
	"287772163";

}

local L_90_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace)
L_90_.Name = "BulletModel: " .. L_2_.Name

local L_91_

local L_92_ = L_24_.Ammo
local L_93_ = L_24_.StoredAmmo * L_24_.MagCount

local L_94_ = L_24_.ExplosiveAmmo

IgnoreList = {
	L_3_,
	L_90_,
	L_5_
}


Prompt: --		print("1!!!",hum.Health)

Response:
		if hum.Health<1 then return end
	end
	if hit.Parent:findFirstChild("Humanoid2") ~= nil then
		local hum=hit.Parent:findFirstChild("Humanoid2")


Response:
spawn(function()
	for _, v in pairs(Gun:GetChildren()) do
		if v:IsA("BasePart") and v ~= Handle then
			if v:FindFirstChild("MainWeld") then v.MainWeld:Destroy() end
			if (not v:FindFirstChild("WeldCF")) then
				local WeldCF = Instance.new("CFrameValue")
				WeldCF.Name = "WeldCF"
				WeldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame)
				WeldCF.Parent = v
			end
			INSERT(Parts, {Obj = v, Weld = nil})
			v.Anchored = false
		end
	end
	Handle.Anchored = false
end)


Prompt: -- the script below controls the open and close button

Response:
local branch = script.Parent
local open = branch["Open/Close"]
local MainFrame = branch.Animations

open.MouseButton1Click:connect(function()
	if MainFrame.Visible == false then
		MainFrame.Visible = true
		open.Text = "Emotes" -- please keep the credit, it's all we ask.
	elseif
		MainFrame.Visible == true then
		MainFrame.Visible = false
		open.Text = "Emotes"
	end
end)


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

Response: local FireRate = .4


Prompt: -- LOCAL FUNCTIONS

Response:
local function checkTopbarEnabled()
	local success, bool = xpcall(function()
		return starterGui:GetCore("TopbarEnabled")
	end,function(err)
		--has not been registered yet, but default is that is enabled
		return true
	end)
	return (success and bool)
end

local function checkTopbarEnabledAccountingForMimic()
	local topbarEnabledAccountingForMimic = (checkTopbarEnabled() or not IconController.mimicCoreGui)
	return topbarEnabledAccountingForMimic
end


Prompt: --- Shows the command bar

Response:
function Window:Show()
	return self:SetVisible(true)
end


Prompt:
--[[
	   ___  _____
	  / _ |/ ___/	Avxnturador | Novena
	 / __ / /__			 LuaInt | Novena
	/_/ |_\___/   Build 6C, Version 1.4, Update 4

]]


Prompt: -- for blurring the game camera

Response:
function UITween.blur(object, amount, time)

	local tweenInfo = TweenInfo.new(time, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0)
	local tween = tweenService:Create(object, tweenInfo, {Size = amount})
	tween:Play()

end


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)
Humanoid.Swimming:connect(onSwimming)
local runService = game:GetService("RunService");
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while Wait(0)do
local _,time=wait(0)
move(time)
end

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

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


Prompt: --// Walk and Sway

Response:
local L_136_

local L_137_ = 0.6
local L_138_ = 0.05 -- speed
local L_139_ = -0.1 -- height

local L_140_ = 0
local L_141_ = 0
local L_142_ = 35 --This is the limit of the mouse input for the sway
local L_143_ = -9 --This is the magnitude of the sway when you're unaimed
local L_144_ = -9 --This is the magnitude of the sway when you're aimed


Prompt:
--[[
	Create a promise that represents the immediately resolved value.
]]

Response:
function Promise.resolve(...)
	local length, values = pack(...)
	return Promise._new(debug.traceback(nil, 2), function(resolve)
		resolve(unpack(values, 1, length))
	end)
end


Response:
local car=script.Parent.Parent
local _Tune=require(script.Parent)

local Drive=car.Wheels:GetChildren()

for _,v in pairs(Drive) do

	for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do
		v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines
	end

	local WParts = {}

	local tPos = v.Position-car.DriveSeat.Position
	if v.Name=="FL" or v.Name=="RL" then
		v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90))
	else
		v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90))
	end
	v.CFrame = v.CFrame+tPos

	if v:FindFirstChild("Parts")~=nil then
		for _,a in pairs(v.Parts:GetChildren()) do
			if a:IsA("BasePart") then
				table.insert(WParts, {a,v.CFrame:toObjectSpace(a.CFrame)})
			end
		end
	end
	if v:FindFirstChild("Fixed")~=nil then
		for _,a in pairs(v.Fixed:GetChildren()) do
			if a:IsA("BasePart") then
				table.insert(WParts, {a,v.CFrame:toObjectSpace(a.CFrame)})
			end
		end
	end
	if v.Name=="FL" or v.Name=="FR" then
		v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0)
		if v.Name=="FL" then
			v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.FCaster),math.rad(_Tune.FToe))
		else
			v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.FCaster),math.rad(-_Tune.FToe))
		end
	else
		v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0)
		if v.Name=="RL" then
			v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.RCaster),math.rad(_Tune.RToe))
		else
			v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.RCaster),math.rad(-_Tune.RToe))
		end
	end

	for _,a in pairs(WParts) do
		a[1].CFrame=v.CFrame:toWorldSpace(a[2])
	end

	local arm=Instance.new("Part",v)
	arm.Name="Arm"
	arm.Anchored=true
	arm.CanCollide=false
	arm.FormFactor=Enum.FormFactor.Custom
	arm.Size=Vector3.new(1,1,1)
	arm.CFrame=v.CFrame*CFrame.Angles(-math.pi/2,-math.pi/2,0)
	arm.TopSurface=Enum.SurfaceType.Smooth
	arm.BottomSurface=Enum.SurfaceType.Smooth
	arm.Transparency=1

	local base=arm:Clone()
	base.Parent=v
	base.Name="Base"
	base.CFrame=base.CFrame*CFrame.new(0,1,0)
	base.BottomSurface=Enum.SurfaceType.Hinge

	local axle=arm:Clone()
	axle.Parent=v
	axle.Name="Axle"
	axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)
	axle.BackSurface=Enum.SurfaceType.Hinge
	MakeWeld(car.DriveSeat,base,"Weld")--
	if v.Parent.Name == "RL" or v.Parent.Name == "RR" then
		MakeWeld(car.DriveSeat,arm,"Weld")--
	end

	MakeWeld(arm,axle,"Weld")

	arm:MakeJoints()
	axle:MakeJoints()

	if v:FindFirstChild("Fixed")~=nil then
		ModelWeld(v.Fixed,axle)
	end

	if v:FindFirstChild("Parts")~=nil then
		ModelWeld(v.Parts,v)
	end

	if v:FindFirstChild("Steer") then
		v:FindFirstChild("Steer"):Destroy()
	end

	local gyro=Instance.new("BodyGyro",v)
	gyro.Name="Stabilizer"
	if v.Name=="FL" or v.Name=="FR" then
		gyro.D=_Tune.FGyroD
		gyro.MaxTorque=_Tune.FGyroMaxTorque
		gyro.P=_Tune.FGyroP
	else
		gyro.D=_Tune.RGyroD
		gyro.MaxTorque=_Tune.RGyroMaxTorque
		gyro.P=_Tune.RGyroP
	end

	if v.Name=="FL" or v.Name=="FR" then
		local steer=Instance.new("BodyGyro",arm)
		steer.Name="Steer"
		steer.P=100000
		steer.D=1000
		steer.MaxTorque=Vector3.new(0,50000,0)
		steer.cframe=base.CFrame
	else
		MakeWeld(base,axle,"Weld")
	end

	local AV=Instance.new("BodyAngularVelocity",v)
	AV.Name="#AV"
	AV.angularvelocity=Vector3.new(0,0,0)
	AV.maxTorque=Vector3.new(0,0,0)
	AV.P=100000
end

for i,v in pairs(script:GetChildren()) do
	if v:IsA("ModuleScript") then
		require(v)
	end
end

wait()
ModelWeld(car.Body,car.DriveSeat)

local flipG = Instance.new("BodyGyro",car.DriveSeat)
flipG.Name = "Flip"
flipG.D = 0
flipG.MaxTorque = Vector3.new(0,0,0)
flipG.P = 0

wait()

UnAnchor(car)

script.Parent["A-Chassis Interface"].Car.Value=car
for i,v in pairs(script.Parent.Plugins:GetChildren()) do
	v.Parent = script.Parent["A-Chassis Interface"]
end
script.Parent.Plugins:Destroy()

car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)
		car.DriveSeat:SetNetworkOwner(p)
		local g=script.Parent["A-Chassis Interface"]:Clone()
		g.Parent=p.PlayerGui
		car.DriveSeat.Rev:Play()
	end
end)
car.DriveSeat.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") then
		for i,v in pairs(car.DriveSeat:GetChildren()) do
			if v:IsA("Sound") then v:Stop() end
		end
		for i,v in pairs(car.Wheels:GetChildren()) do
			if v:FindFirstChild("#AV")~=nil then
				if v["#AV"].AngularVelocity.Magnitude>0 then
					v["#AV"].AngularVelocity = Vector3.new()
					v["#AV"].MaxTorque = Vector3.new()
				end
			end
		end
	end
end)


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

Response:
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt=0
local redline=0

script:WaitForChild("Rev")

for i,v in pairs(car.TruckSeat:GetChildren()) do
	for _,a in pairs(script:GetChildren()) do
		if v.Name==a.Name then v:Stop() wait() v:Destroy() end
	end
end

handler:FireServer("newSound","Rev",car.TruckSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.TruckSeat:WaitForChild("Rev")

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

	if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
		throt = math.max(.3,throt-.2)
	else
		throt = math.min(1,throt+.1)
	end
	if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
		redline=.5
	else
		redline=1
	end
	if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
	local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
	if FE then
		handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume)
	else
		car.TruckSeat.Rev.Pitch = Pitch
	end
end


Prompt:
-- weaponTemplate : inherits weaponBase
-- Description : This template is used to easily create new weapons.

Response:
local timer = require(game:GetService("ReplicatedStorage").Libs.Timer)
local bullet = require(game:GetService("ReplicatedStorage").Weapons.Projectiles.Bullet)
local tweenService = game:GetService("TweenService")

local currency = nil


Prompt: --[[ The Module ]]

Response:
--
local MouseLockController = {}
MouseLockController.__index = MouseLockController

function MouseLockController.new()
	local self = setmetatable({}, MouseLockController)

	self.isMouseLocked = false
	self.savedMouseCursor = nil
	self.boundKeys = {Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift} -- defaults

	self.mouseLockToggledEvent = Instance.new("BindableEvent")

	local boundKeysObj: StringValue = script:FindFirstChild("BoundKeys") :: StringValue
	if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then
		-- If object with correct name was found, but it's not a StringValue, destroy and replace
		if boundKeysObj then
			boundKeysObj:Destroy()
		end

		boundKeysObj = Instance.new("StringValue")
		boundKeysObj.Name = "BoundKeys"
		boundKeysObj.Value = "LeftShift,RightShift"
		boundKeysObj.Parent = script
	end

	if boundKeysObj then
		boundKeysObj.Changed:Connect(function(value)
			self:OnBoundKeysObjectChanged(value)
		end)
		self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call
	end

	-- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly
	GameSettings.Changed:Connect(function(property)
		if property == "ControlMode" or property == "ComputerMovementMode" then
			self:UpdateMouseLockAvailability()
		end
	end)

	-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
	PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function()
		self:UpdateMouseLockAvailability()
	end)

	-- Watch for changes to DevEnableMouseLock and update the feature availability accordingly
	PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
		self:UpdateMouseLockAvailability()
	end)

	self:UpdateMouseLockAvailability()

	return self
end

function MouseLockController:GetIsMouseLocked()
	return self.isMouseLocked
end

function MouseLockController:GetBindableToggleEvent()
	return self.mouseLockToggledEvent.Event
end

function MouseLockController:GetMouseLockOffset()
	local offsetValueObj: Vector3Value = script:FindFirstChild("CameraOffset") :: Vector3Value
	if offsetValueObj and offsetValueObj:IsA("Vector3Value") then
		return offsetValueObj.Value
	else
		-- If CameraOffset object was found but not correct type, destroy
		if offsetValueObj then
			offsetValueObj:Destroy()
		end
		offsetValueObj = Instance.new("Vector3Value")
		offsetValueObj.Name = "CameraOffset"
		offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value
		offsetValueObj.Parent = script
	end

	if offsetValueObj and offsetValueObj.Value then
		return offsetValueObj.Value
	end

	return Vector3.new(1.75,0,0)
end

function MouseLockController:UpdateMouseLockAvailability()
	local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock
	local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable
	local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch
	local userHasClickToMoveEnabled =  GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove
	local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable

	if MouseLockAvailable~=self.enabled then
		self:EnableMouseLock(MouseLockAvailable)
	end
end

function MouseLockController:OnBoundKeysObjectChanged(newValue: string)
	self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values
	for token in string.gmatch(newValue,"[^%s,]+") do
		for _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do
			if token == keyEnum.Name then
				self.boundKeys[#self.boundKeys+1] = keyEnum :: Enum.KeyCode
				break
			end
		end
	end
	self:UnbindContextActions()
	self:BindContextActions()
end


Prompt:
--[[
	Intended for use in tests.

	Similar to await(), but instead of yielding if the promise is unresolved,
	_unwrap will throw. This indicates an assumption that a promise has
	resolved.
]]

Response:
function Promise.prototype:_unwrap()
	if self._status == Promise.Status.Started then
		error("Promise has not resolved or rejected.", 2)
	end

	local success = self._status == Promise.Status.Resolved

	return success, unpack(self._values, 1, self._valuesLength)
end

function Promise.prototype:_resolve(...)
	if self._status ~= Promise.Status.Started then
		if Promise.is((...)) then
			(...):_consumerCancelled(self)
		end
		return
	end

	-- If the resolved value was a Promise, we chain onto it!
	if Promise.is((...)) then
		-- Without this warning, arguments sometimes mysteriously disappear
		if select("#", ...) > 1 then
			local message = string.format(
				"When returning a Promise from andThen, extra arguments are " .. "discarded! See:\n\n%s",
				self._source
			)
			warn(message)
		end

		local chainedPromise = ...

		local promise = chainedPromise:andThen(function(...)
			self:_resolve(...)
		end, function(...)
			local maybeRuntimeError = chainedPromise._values[1]

			-- Backwards compatibility < v2
			if chainedPromise._error then
				maybeRuntimeError = Error.new({
					error = chainedPromise._error,
					kind = Error.Kind.ExecutionError,
					context = "[No stack trace available as this Promise originated from an older version of the Promise library (< v2)]",
				})
			end

			if Error.isKind(maybeRuntimeError, Error.Kind.ExecutionError) then
				return self:_reject(maybeRuntimeError:extend({
					error = "This Promise was chained to a Promise that errored.",
					trace = "",
					context = string.format(
						"The Promise at:\n\n%s\n...Rejected because it was chained to the following Promise, which encountered an error:\n",
						self._source
					),
				}))
			end

			self:_reject(...)
		end)

		if promise._status == Promise.Status.Cancelled then
			self:cancel()
		elseif promise._status == Promise.Status.Started then
			-- Adopt ourselves into promise for cancellation propagation.
			self._parent = promise
			promise._consumers[self] = true
		end

		return
	end

	self._status = Promise.Status.Resolved
	self._valuesLength, self._values = pack(...)

	-- We assume that these callbacks will not throw errors.
	for _, callback in ipairs(self._queuedResolve) do
		coroutine.wrap(callback)(...)
	end

	self:_finalize()
end

function Promise.prototype:_reject(...)
	if self._status ~= Promise.Status.Started then
		return
	end

	self._status = Promise.Status.Rejected
	self._valuesLength, self._values = pack(...)

	-- If there are any rejection handlers, call those!
	if not isEmpty(self._queuedReject) then
		-- We assume that these callbacks will not throw errors.
		for _, callback in ipairs(self._queuedReject) do
			coroutine.wrap(callback)(...)
		end
	else
		-- At this point, no one was able to observe the error.
		-- An error handler might still be attached if the error occurred
		-- synchronously. We'll wait one tick, and if there are still no
		-- observers, then we should put a message in the console.

		local err = tostring((...))

		coroutine.wrap(function()
			Promise._timeEvent:Wait()

			-- Someone observed the error, hooray!
			if not self._unhandledRejection then
				return
			end

			-- Build a reasonable message
			local message = string.format("Unhandled Promise rejection:\n\n%s\n\n%s", err, self._source)

			for _, callback in ipairs(Promise._unhandledRejectionCallbacks) do
				task.spawn(callback, self, unpack(self._values, 1, self._valuesLength))
			end

			if Promise.TEST then
				-- Don't spam output when we're running tests.
				return
			end

			warn(message)
		end)()
	end

	self:_finalize()
end


Prompt:
--!strict
--[=[
  @function delete
  @within Set

  @param set { [T]: boolean } -- The set to delete from.
  @param ... ...T -- The values to delete.
  @return { [T]: boolean } -- The set with the values deleted.

  Deletes values from a set.

  Aliases: `subtract`

  ```lua
  local set = { hello = true, world = true }

  local newSet = Delete(set, "hello") -- { world = true }
  ```
]=]

Response:
local function delete<T>(set: { [T]: boolean }, ...: T): { [T]: boolean }
	local result = {}

	for key, _ in pairs(set) do
		result[key] = true
	end

	for _, value in ipairs({ ... }) do
		result[value] = nil
	end

	return result
end

return delete


Prompt:
--------------------
--| Script Logic |--
--------------------

Response:
BaseShot = Instance.new('Part')
BaseShot.Name = 'Effect'
BaseShot.FormFactor = Enum.FormFactor.Custom
BaseShot.Size = Vector3.new(0.2, 0.2, 3)
BaseShot.CanCollide = false
BaseShot.BrickColor = BrickColor.new('Really red')
SelectionBoxify(BaseShot)
Light(BaseShot)
HitFadeSound:Clone().Parent = BaseShot

Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)
Tool.Activated:connect(OnActivated)


Prompt: --[[ Configuration ]]

Response:
local ShowPath = true
local PlayFailureAnimation = true
local UseDirectPath = false
local UseDirectPathForVehicle = true
local AgentSizeIncreaseFactor = 1.0
local UnreachableWaypointTimeout = 8


Response:
	script.Parent.Handle3.Hinge1.Transparency = 0
	script.Parent.Handle3.Interactive1.Transparency = 0
	script.Parent.Handle3.Part1.Transparency = 0
	script.Parent.Handle1.Flusher.AutoFlush.Disabled = false
	wait(0.03)
	script.Parent.Handle1.Hinge1.Transparency = 1
	script.Parent.Handle1.Interactive1.Transparency = 1
	script.Parent.Handle1.Part1.Transparency = 1


Prompt:
--[[**
	ensures value is a number and non-NaN

	@param value The value to check against

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

Response:
function t.number(value)
	local valueType = typeof(value)
	if valueType == "number" then
		if value == value then
			return true
		else
			return false, "unexpected NaN value"
		end
	else
		return false, string.format("number expected, got %s", valueType)
	end
end


Prompt:
--!strict
-- upstream: https://github.com/facebook/react/blob/42c3c967d1e4ca4731b47866f2090bc34caa086c/packages/shared/invariant.js
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 *
]]


Prompt:
--[[
	These keys invert the condition expressed by the Expectation.
]]

Response:
local NEGATION_KEYS = {
	never = true,
}


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

Response:
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 }
			},
	wave = {
				{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 }
			},
	point = {
				{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 }
			},
	dance = {
				{ id = "http://www.roblox.com/asset/?id=182435998", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=182491037", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=182491065", weight = 10 }
			},
	dance2 = {
				{ id = "http://www.roblox.com/asset/?id=182436842", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=182491248", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=182491277", weight = 10 }
			},
	dance3 = {
				{ id = "http://www.roblox.com/asset/?id=182436935", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=182491368", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=182491423", weight = 10 }
			},
	laugh = {
				{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 }
			},
	cheer = {
				{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 }
			},
}


Prompt:
--[[
	Calculates test totals, verifies the tree is valid, and returns results.
]]

Response:
function TestSession:finalize()
	if #self.nodeStack ~= 0 then
		error("Cannot finalize TestResults with nodes still on the stack!", 2)
	end

	self:calculateTotals()
	self:gatherErrors()

	return self.results
end


Prompt: -- Whether to allow building outside of private areas

Response: Security.AllowPublicBuilding = true;


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

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

Tool = script.Parent

local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = .18 -- things float at > 1

local ghostEffect = nil
local massCon1 = nil
local massCon2 = nil

function recursiveGetLift(node)
	local m = 0
	local c = node:GetChildren()
	for i=1,#c do
		if c[i].className == "Part" then
			if c[i].Name == "Handle" then
				m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
			else
				m = m + (c[i]:GetMass() * equalizingForce * gravity)
			end
		end
		m = m + recursiveGetLift(c[i])
	end
	return m
end

function onMassChanged(child, char)
	print("Mass changed:" .. child.Name .. "    " .. char.Name)
	if (ghostEffect ~= nil) then
		ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
	end
end

function UpdateGhostState(isUnequipping)

	if isUnequipping == true then
		ghostEffect:Remove()
		ghostEffect = nil
		massCon1:disconnect()
		massCon2:disconnect()
	else
		if ghostEffect == nil then
			local char = Tool.Parent
			if char == nil then return end
			ghostEffect = Instance.new("BodyForce")
			ghostEffect.Name = "GravityCoilEffect"
			ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
			ghostEffect.Parent = char.Head
			ghostChar = char
			massCon1 = char.ChildAdded:connect(function(child)  onMassChanged(child, char) end)
			massCon2 = char.ChildRemoved:connect(function(child)  onMassChanged(child, char) end)
		end
	end

end

function onEquipped()
	Tool.Handle.CoilSound:Play()
	UpdateGhostState(false)
end

function onUnequipped()
	UpdateGhostState(true)
end

script.Parent.Equipped:connect(onEquipped)
script.Parent.Unequipped:connect(onUnequipped)


Prompt: -- Add the Tween Module

Response:
local UITween = require(game.ReplicatedStorage.UITweenModule)
local tweenService = game:GetService("TweenService")


Prompt:
--function MoveJump()
--	FrontLeftHip.DesiredAngle = -0.5
--	FrontRightHip.DesiredAngle = 0.5
--	BackLeftHip.DesiredAngle = 0.5
--	BackRightHip.DesiredAngle = -0.5
--end
--
--function MoveFreeFall()
--	FrontLeftHip.DesiredAngle = -0.5
--	FrontRightHip.DesiredAngle = 0.5
--	BackLeftHip.DesiredAngle = 0.5
--	BackRightHip.DesiredAngle = -0.5
--end
--
--function MoveSit()
--	FrontLeftHip.DesiredAngle = 0
--	FrontRightHip.DesiredAngle = 0
--	BackLeftHip.DesiredAngle = 0
--	BackRightHip.DesiredAngle = 0
--end
--
--function MoveFly()
--	BackLeftHip.DesiredAngle = 0.5
--	BackRightHip.DesiredAngle = -0.5
--	FrontLeftHip.DesiredAngle = -0.75
--	FrontRightHip.DesiredAngle = 0.75
--end

Response:
function Move(Time)
	local LimbAmplitude
	local LimbFrequency


Prompt: -- Load Roblox Occlusion Modules

Response:
local Invisicam = require(script:WaitForChild("Invisicam"))
local Poppercam = require(script:WaitForChild("Poppercam"))


Prompt:
--[[
	Calls a Promise executor with error handling.
]]

Response:
local function runExecutor(traceback, callback, ...)
	return packResult(xpcall(callback, makeErrorHandler(traceback), ...))
end


Prompt:
--[[
	Called by expectation terminators to reset modifiers in a statement.

	This makes chains like:

		expect(5)
			.never.to.equal(6)
			.to.equal(5)

	Work as expected.
]]

Response:
function Expectation:_resetModifiers()
	self.successCondition = true
end


Prompt:
--[[
This is a more complicated script but doesn't need any editing. Click to open, click to close.
]]

Response:
--

function onClick()
if script.Parent.Value.Value == 1 then
script.Parent.Mesh.Offset = script.Parent.Mesh.Offset + Vector3.new(-1.5, 0, 0)
script.Parent.Value.Value = 0
else
script.Parent.Transparency = 0.8
script.Parent.Value.Value = 1
script.Parent.Mesh.Offset = script.Parent.Mesh.Offset + Vector3.new(1.5, 0, 0)
end
end
script.Parent.ClickDetector.MouseClick:connect(onClick)


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

Response:
return function(data)
	local gui = script.Parent.Parent
	local ok = gui.Frame.Main.Ok
	local quest = gui.Frame.Main.Question

	local gTable = data.gTable

	quest.Text = data.Message
	gTable:Ready()

	local alarm=Instance.new('Sound',quest)
	alarm.Volume=1
	alarm.Looped=true
	alarm.SoundId='http://www.roblox.com/asset/?id=138081509'
	alarm:Play()

	ok.MouseButton1Click:connect(function()
		gui:Destroy()
		alarm:Stop()
	end)

	gTable.CustomDestroy = function()
		gui:Destroy()
		alarm:Stop()
	end
end


Prompt: --- Alias of self:SendEvent(self.Executor, "AddLine", text)

Response:
function Command:Reply(...)
	return self:SendEvent(self.Executor, "AddLine", ...)
end