Prompt: -- ф-ция обработки нажатия клавиш на клавиатуре

Response:
local function onKeyPress(inputObject)
	if inputObject == "s" then -- если нажата клавиша "W"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() + car.PrimaryPart.CFrame.LookVector * speed) -- перемещаем машину вперед
	elseif inputObject == "w" then -- если нажата клавиша "S"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() - car.PrimaryPart.CFrame.LookVector * speed) -- перемещаем машину назад
	elseif inputObject == "a" then -- если нажата клавиша "A"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() * CFrame.Angles(0, -math.rad(10), 0)) -- поворачиваем машину влево
	elseif inputObject == "d" then -- если нажата клавиша "D"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() * CFrame.Angles(0, math.rad(10), 0)) -- поворачиваем машину вправо
	elseif inputObject == "e" then -- если нажата клавиша "Пробел"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame()+Vector3.new(0,1,0)) -- увеличиваем высоту
	elseif inputObject=="q" then
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame()+Vector3.new(0,-1,0))
	end
end
script.Parent.Seat.ChildAdded:Connect(function(child)
	if child:IsA("Weld") then
		local humanoid = child.Part1.Parent:FindFirstChildOfClass("Humanoid") -- получаем объект Humanoid игрока
		if humanoid then -- если объект найден
			game.Players.LocalPlayer:GetMouse().KeyDown:Connect(onKeyPress)
		end
	end
end)


Prompt: -- Arm the rocket and save the touch connection so we can disconnect it later

Response: Connection = Rocket.Touched:connect(OnTouched)


Prompt: ----- Service Table -----

Response:
local ProfileService = {

	ServiceLocked = false, -- Set to true once the server is shutting down

	IssueSignal = Madwork.NewScriptSignal(), -- (error_message, profile_store_name, profile_key) -- Fired when a DataStore API call throws an error
	CorruptionSignal = Madwork.NewScriptSignal(), -- (profile_store_name, profile_key) -- Fired when DataStore key returns a value that has
	-- all or some of it's profile components set to invalid data types. E.g., accidentally setting Profile.Data to a noon table value

	CriticalState = false, -- Set to true while DataStore service is throwing too many errors
	CriticalStateSignal = Madwork.NewScriptSignal(), -- (is_critical_state) -- Fired when CriticalState is set to true
	-- (You may alert players with this, or set up analytics)

	ServiceIssueCount = 0,

	_active_profile_stores = {}, -- {profile_store, ...}

	_auto_save_list = {}, -- {profile, ...} -- loaded profile table which will be circularly auto-saved

	_issue_queue = {}, -- [table] {issue_time, ...}
	_critical_state_start = 0, -- [number] 0 = no critical state / os.clock() = critical state start

	-- Debug:
	_mock_data_store = {},
	_user_mock_data_store = {},

	_use_mock_data_store = false,

}


Prompt: -- This file was @generated by Tarmac. It is not intended for manual editing.

Response:
return {
	ToolboxIcon = "rbxassetid://10216552848",
}


Prompt:
---	Manages the cleaning of events and other things.
-- Useful for encapsulating state and make deconstructors easy
-- @classmod Maid
-- @see Signal

Response:
local Maid = {}
Maid.ClassName = "Maid"


Prompt: -- Decompiled with Visenya | https://targaryentech.com

Response:
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car.Wheels.RL:WaitForChild("SQ")
local handler = car.Wheels.RR:WaitForChild("SQ")
local handler = car.Wheels.FL:WaitForChild("SQ")
local handler = car.Wheels.FR:WaitForChild("SQ")
car.Wheels.RL.SQ:Play()
car.Wheels.RR.SQ:Play()
car.Wheels.FL.SQ:Play()
car.Wheels.FR.SQ:Play()
local handler = car:WaitForChild("Smoke_FE")
while wait() do
  local r1 = Ray.new(car.Wheels.RL.Position, (car.Wheels.RL.Arm.CFrame * CFrame.Angles(-math.pi / 2, 0, 0)).lookVector * (0.05 + car.Wheels.RL.Size.x / 2))
  local r1hit = 0
  if workspace:FindPartOnRay(r1, car) ~= nil then
    r1hit = 1
  end
  local r2 = Ray.new(car.Wheels.RL.Position, (car.Wheels.RR.Arm.CFrame * CFrame.Angles(-math.pi / 2, 0, 0)).lookVector * (0.05 + car.Wheels.RR.Size.x / 2))
  local r2hit = 0
  if workspace:FindPartOnRay(r2, car) ~= nil then
    r2hit = 1
  end
  local f1 = Ray.new(car.Wheels.FL.Position, (car.Wheels.FL.Arm.CFrame * CFrame.Angles(-math.pi / 2, 0, 0)).lookVector * (0.05 + car.Wheels.FL.Size.x / 2))
  local f1hit = 0
  if workspace:FindPartOnRay(f1, car) ~= nil then
    f1hit = 1
  end
  local f2 = Ray.new(car.Wheels.FL.Position, (car.Wheels.FR.Arm.CFrame * CFrame.Angles(-math.pi / 2, 0, 0)).lookVector * (0.05 + car.Wheels.FR.Size.x / 2))
  local f2hit = 0
  if workspace:FindPartOnRay(f2, car) ~= nil then
    f2hit = 1
  end
  local rl = math.min(math.max(math.abs(car.Wheels.RL.RotVelocity.Magnitude * car.Wheels.RL.Size.x / 2 - car.Wheels.RL.Velocity.Magnitude) - 25, 0), 50) * r1hit
  local rr = math.min(math.max(math.abs(car.Wheels.RR.RotVelocity.Magnitude * car.Wheels.RR.Size.x / 2 - car.Wheels.RR.Velocity.Magnitude) - 25, 0), 50) * r2hit
  local fl = math.min(math.max(math.abs(car.Wheels.FL.RotVelocity.Magnitude * car.Wheels.FL.Size.x / 2 - car.Wheels.FL.Velocity.Magnitude) - 25, 0), 50) * f1hit
  local fr = math.min(math.max(math.abs(car.Wheels.FR.RotVelocity.Magnitude * car.Wheels.FR.Size.x / 2 - car.Wheels.FR.Velocity.Magnitude) - 25, 0), 50) * f2hit
  if FE then
    handler:FireServer("UpdateSmoke", rl, rr, fl, fr)
  else
    car.Wheels.RL.Smoke.Rate = rl
    car.Wheels.RR.Smoke.Rate = rr
    car.Wheels.RL.SQ.Volume = rl / 30
    car.Wheels.RR.SQ.Volume = rr / 30
    car.Wheels.FL.Smoke.Rate = fl
    car.Wheels.FR.Smoke.Rate = fr
    car.Wheels.FL.SQ.Volume = fl / 30
    car.Wheels.FR.SQ.Volume = fr / 30
    car.Wheels.RL.SQ.Pitch = rl / 50 + 0.5
    car.Wheels.RR.SQ.Pitch = rr / 50 + 0.5
    car.Wheels.FL.SQ.Pitch = fl / 50 + 0.5
    car.Wheels.FR.SQ.Pitch = fr / 50 + 0.5
    if rr > 100 then
      car.Wheels.RR.WheelFixed.Mark.T.Enabled = true
    else
      car.Wheels.RR.WheelFixed.Mark.T.Enabled = false
    end
    if rl > 100 then
      car.Wheels.RL.WheelFixed.Mark.T.Enabled = true
    else
      car.Wheels.RL.WheelFixed.Mark.T.Enabled = false
    end
    if fr > 100 then
      car.Wheels.FR.WheelFixed.Mark.T.Enabled = true
    else
      car.Wheels.FR.WheelFixed.Mark.T.Enabled = false
    end
    if fl > 100 then
      car.Wheels.FL.WheelFixed.Mark.T.Enabled = true
    else
      car.Wheels.FL.WheelFixed.Mark.T.Enabled = false
    end
  end
end


Prompt: --[[Steering]]

Response:
	Tune.SteerInner		= 34		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 35		-- 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:
--[[ This weld script is cool!
	It will use the structure of models to weld. It treats each model as a separate moving body
	except if name a part "AHandle" and insert a BoolValue named "WeldToRoot" into it.
--]]

Response:
wait(1) --thanks PSG

local AvoidWelding = {--add models you want this script to not weld in here
	["Coupler"]=true
}

function weld(i,b)
	local weld1 = Instance.new("Weld")
	weld1.Name = b.Name
	weld1.Part0 = i
	weld1.Part1 = b
	weld1.C1 = b.CFrame:inverse()*i.CFrame
	weld1.Parent = i
end

function welding(p,ph)
	p:MakeJoints()
	local handle = p:FindFirstChild("AHandle")
	if handle and ph and handle:FindFirstChild("WeldToRoot") then
		weld(handle,ph)
	end
	if not handle then
		for _,j in pairs (p:GetChildren()) do
			if j:IsA("BasePart") then
				handle = j
				break
			end
		end
	end
	if not handle then
		handle = ph
	end
	for _,j in pairs (p:GetChildren()) do
		if j:IsA("BasePart") then
			weld(handle,j)
		elseif j:IsA("Model") and not AvoidWelding[j.Name] then
			welding(j,handle)
		end
	end
end

function unanchoring(p)
	for _,j in pairs (p:GetChildren()) do
		if j:IsA("BasePart") then
			j.Anchored = false
		elseif j:IsA("Model") then
			unanchoring(j)
		end
	end
end

wait(1)
welding(script.Parent)
wait(0.5)
unanchoring(script.Parent)


Prompt: --Dupes a part from the template.

Response:
local function MakeFromTemplate(template: BasePart, currentCacheParent: Instance): BasePart
	local part: BasePart = template:Clone()
	-- ^ Ignore W000 type mismatch between Instance and BasePart. False alert.

	part.CFrame = CF_REALLY_FAR_AWAY
	part.Anchored = true
	part.TopSurface = Enum.SurfaceType.Smooth
	part.BottomSurface = Enum.SurfaceType.Smooth

	--game:GetService("PhysicsService"):SetPartCollisionGroup(part, "Debris")
	part.CanCollide = false

	part.Parent = currentCacheParent
	return part
end

function PartCacheStatic.new(template: BasePart, numPrecreatedParts: number?, currentCacheParent: Instance?): PartCache
	local newNumPrecreatedParts: number = numPrecreatedParts or 5
	local newCurrentCacheParent: Instance = currentCacheParent or workspace

	--PrecreatedParts value.
	--Same thing. Ensure it's a number, ensure it's not negative, warn if it's really huge or 0.
	assert(numPrecreatedParts > 0, "PrecreatedParts can not be negative!")
	assertwarn(numPrecreatedParts ~= 0, "PrecreatedParts is 0! This may have adverse effects when initially using the cache.")
	assertwarn(template.Archivable, "The template's Archivable property has been set to false, which prevents it from being cloned. It will temporarily be set to true.")

	local oldArchivable = template.Archivable
	template.Archivable = true
	local newTemplate: BasePart = template:Clone()
	-- ^ Ignore W000 type mismatch between Instance and BasePart. False alert.

	template.Archivable = oldArchivable
	template = newTemplate

	local object: PartCache = {
		Open = {},
		InUse = {},
		CurrentCacheParent = newCurrentCacheParent,
		Template = template,
		ExpansionSize = 100
	}
	setmetatable(object, PartCacheStatic)

	-- Below: Ignore type mismatch nil | number and the nil | Instance mismatch on the table.insert line.
	for _ = 1, newNumPrecreatedParts do
		table.insert(object.Open, MakeFromTemplate(template, object.CurrentCacheParent))
	end
	object.Template.Parent = nil

	return object
	-- ^ Ignore mismatch here too
end


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

Response:
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=100000;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("Torso");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(30);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=11;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=11;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=500;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;


Prompt: -- Bind the input event

Response:
game:GetService("UserInputService").InputBegan:Connect(onInput)
game:GetService("UserInputService").InputEnded:Connect(onInput)


Prompt: -- Define the player and the distance in front of them to place the part

Response:
local player = game.Players.LocalPlayer
local distance = 5


Prompt: -- Modificar el daño que quieras hacerle

Response:
local DAMAGE = 5
local eventEquip = script.Parent.Equip
local eventAttack = script.Parent.Attack


Prompt:
--[=[
	Alias for `trove:Clean()`.
]=]

Response:
function Trove:Destroy()
	self:Clean()
end

return Trove


Prompt: --[[Wheel Alignment]]

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


Prompt:
-- ROBLOX deviation: helper function moved to RobloxShared and no longer needed here
-- local isObject = RobloxShared.expect.isObject
-- local isObjectWithKeys = RobloxShared.expect.isObjectWithKeys

Response:
local subsetEquality = RobloxShared.expect.subsetEquality

local function typeEquality(a: any, b: any): boolean | nil
	if a == nil or b == nil then
		return nil
	end

	if typeof(a) ~= typeof(b) then
		return false
	end

	if not getmetatable(a) and not getmetatable(b) then
		return nil
	end

	if
		getmetatable(a)
		and getmetatable(b)
		and getmetatable(a).__index
		and getmetatable(b).__index
		and getmetatable(a).__index == getmetatable(b).__index
	then
		return nil
	end

	return false
end


Prompt: -- Public Methods

Response:
function DropdownClass:Set(option)
	if (self._Selected ~= option) then
		self._Selected = option
		self._ChangedBind:Fire(option)
		self.Button.Option.Text = option.Text
	end
	self:Show(false)
end

function DropdownClass:Get()
	return self._Selected
end

function DropdownClass:Show(bool)
	self.Button.Arrow.Image = bool and ARROW_UP or ARROW_DOWN
	self.ListFrame.Visible = bool
end

function DropdownClass:Destroy()
	self._Maid:Sweep()
	self._ChangedBind:Destroy()
	self._Changed = nil
	self._Options = nil
	self._Selected = nil
end


Prompt: --[[ Utility Functions ]]

Response:
--
local function IsFinite(num: number)
	return num == num and num ~= 1/0 and num ~= -1/0
end

local function IsFiniteVector3(vec3)
	return IsFinite(vec3.x) and IsFinite(vec3.y) and IsFinite(vec3.z)
end

local movementUpdateEvent = Instance.new("BindableEvent")
movementUpdateEvent.Name = "MovementUpdate"
movementUpdateEvent.Parent = script

coroutine.wrap(function()
	local PathDisplayModule = script.Parent:WaitForChild("PathDisplay")
	if PathDisplayModule then
		PathDisplay = require(PathDisplayModule)
	end
end)()


Prompt:
--[[

hs = script.HearScript:clone()
hs.Parent = char
wait(0.1)
hs.Disabled = false
--]]

Response:
function Chat(msg, player)
	if player.Character:findFirstChild("Torso") and (player.Character.Torso.Position - char.Torso.Position).magnitude < 100 then
		tag = Instance.new("StringValue")
		tag.Name = "Message"
		tag.Value = ""..player.Name..": "..msg..""
		tag.Parent = play.PlayerGui.FujiHud.Hear
		print("added to hear")
	end
end

	z = game.Players:GetPlayers()
for i= 1, #z do
	z[i].Chatted:connect(function(msg)
		print(z[i], msg)
		Chat(msg, z[i])
	end)
end

script.Parent.Hear.ChildAdded:connect(function(child)

if child.Name == "Message" then
hear = script.Parent.Hear
if hear:findFirstChild("E") then


Prompt:
--///////////////// Internal-Use Methods
--//////////////////////////////////////

Response:
function methods:InternalDestroy()
	for i, speaker in pairs(self.Speakers) do
		speaker:LeaveChannel(self.Name)
	end

	self.eDestroyed:Fire()

	self.eDestroyed:Destroy()
	self.eMessagePosted:Destroy()
	self.eSpeakerJoined:Destroy()
	self.eSpeakerLeft:Destroy()
	self.eSpeakerMuted:Destroy()
	self.eSpeakerUnmuted:Destroy()
end

function methods:InternalDoMessageFilter(speakerName, messageObj, channel)
	local filtersIterator = self.FilterMessageFunctions:GetIterator()
	for funcId, func, priority in filtersIterator do
		local success, errorMessage = pcall(function()
			func(speakerName, messageObj, channel)
		end)

		if not success then
			warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage))
		end
	end
end

function methods:InternalDoProcessCommands(speakerName, message, channel)
	local commandsIterator = self.ProcessCommandsFunctions:GetIterator()
	for funcId, func, priority in commandsIterator do
		local success, returnValue = pcall(function()
			local ret = func(speakerName, message, channel)
			if type(ret) ~= "boolean" then
				error("Process command functions must return a bool")
			end
			return ret
		end)

		if not success then
			warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue))
		elseif returnValue then
			return true
		end
	end

	return false
end

function methods:InternalPostMessage(fromSpeaker, message, extraData)
	if (self:InternalDoProcessCommands(fromSpeaker.Name, message, self.Name)) then return false end

	if (self.Mutes[fromSpeaker.Name:lower()] ~= nil) then
		local t = self.Mutes[fromSpeaker.Name:lower()]
		if (t > 0 and os.time() > t) then
			self:UnmuteSpeaker(fromSpeaker.Name)
		else
			self:SendSystemMessageToSpeaker(ChatLocalization:FormatMessageToSend("GameChat_ChatChannel_MutedInChannel","You are muted and cannot talk in this channel"), fromSpeaker.Name)
			return false
		end
	end

	local messageObj = self:InternalCreateMessageObject(message, fromSpeaker.Name, false, extraData)

	-- allow server to process the unfiltered message string
	messageObj.Message = message
	local processedMessage
	pcall(function()
		processedMessage = Chat:InvokeChatCallback(Enum.ChatCallbackType.OnServerReceivingMessage, messageObj)
	end)
	messageObj.Message = nil

	if processedMessage then

		-- developer server code's choice to mute the message
		if processedMessage.ShouldDeliver == false then
			return false
		end
		messageObj = processedMessage
	end

	message = self:SendMessageObjToFilters(message, messageObj, fromSpeaker)

	local sentToList = {}
	for i, speaker in pairs(self.Speakers) do
		local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name)
		if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then
			table.insert(sentToList, speaker.Name)
			if speaker.Name == fromSpeaker.Name then
				-- Send unfiltered message to speaker who sent the message.
				local cMessageObj = ShallowCopy(messageObj)
				if userShouldMuteUnfilteredMessage then
					local messageLength = messageObj.MessageLengthUtf8 or messageObj.MessageLength
					cMessageObj.Message = string.rep("_", messageLength)
				else
					cMessageObj.Message = message
				end
				cMessageObj.IsFiltered = true
				-- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code.
				speaker:InternalSendMessage(cMessageObj, self.Name)
			else
				speaker:InternalSendMessage(messageObj, self.Name)
			end
		end
	end

	local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end)
	if not success and err then
		print("Error posting message: " ..err)
	end

	local textFilterContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat
	local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI(
		messageObj.FromSpeaker,
		message,
		textFilterContext
	)
	if (filterSuccess) then
		messageObj.FilterResult = filteredMessage
		messageObj.IsFilterResult = isFilterResult
	else
		if UserFlagRemoveMessageOnTextFilterFailures then
			messageObj.IsFilterResult = false
			messageObj.FilterResult = ""
			messageObj.MessageLength = 0
		else
			return false
		end
	end
	messageObj.IsFiltered = true
	self:InternalAddMessageToHistoryLog(messageObj)

	for _, speakerName in pairs(sentToList) do
		local speaker = self.Speakers[speakerName]
		if (speaker) then
			speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name)
		end
	end

	-- One more pass is needed to ensure that no speakers do not recieve the message.
	-- Otherwise a user could join while the message is being filtered who had not originally been sent the message.
	local speakersMissingMessage = {}
	for _, speaker in pairs(self.Speakers) do
		local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name)
		if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then
			local wasSentMessage = false
			for _, sentSpeakerName in pairs(sentToList) do
				if speaker.Name == sentSpeakerName then
					wasSentMessage = true
					break
				end
			end
			if not wasSentMessage then
				table.insert(speakersMissingMessage, speaker.Name)
			end
		end
	end

	for _, speakerName in pairs(speakersMissingMessage) do
		local speaker = self.Speakers[speakerName]
		if speaker then
			speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name)
		end
	end

	return messageObj
end

function methods:InternalAddSpeaker(speaker)
	if (self.Speakers[speaker.Name]) then
		warn("Speaker \"" .. speaker.name .. "\" is already in the channel!")
		return
	end

	self.Speakers[speaker.Name] = speaker
	local success, err = pcall(function() self.eSpeakerJoined:Fire(speaker.Name) end)
	if not success and err then
		print("Error removing channel: " ..err)
	end
end

function methods:InternalRemoveSpeaker(speaker)
	if (not self.Speakers[speaker.Name]) then
		warn("Speaker \"" .. speaker.name .. "\" is not in the channel!")
		return
	end

	self.Speakers[speaker.Name] = nil
	local success, err = pcall(function() self.eSpeakerLeft:Fire(speaker.Name) end)
	if not success and err then
		print("Error removing speaker: " ..err)
	end
end

function methods:InternalRemoveExcessMessagesFromLog()
	local remove = table.remove
	while (#self.ChatHistory > self.MaxHistory) do
		remove(self.ChatHistory, 1)
	end
end

function methods:InternalAddMessageToHistoryLog(messageObj)
	table.insert(self.ChatHistory, messageObj)

	self:InternalRemoveExcessMessagesFromLog()
end

function methods:GetMessageType(message, fromSpeaker)
	if fromSpeaker == nil then
		return ChatConstants.MessageTypeSystem
	end
	return ChatConstants.MessageTypeDefault
end

function methods:InternalCreateMessageObject(message, fromSpeaker, isFiltered, extraData)
	local messageType = self:GetMessageType(message, fromSpeaker)

	local speakerUserId = -1
	local speakerDisplayName = nil
	local speaker = nil

	if fromSpeaker then
		speaker = self.ChatService:GetSpeaker(fromSpeaker)
		if speaker then
			local player = speaker:GetPlayer()
			if player then
				speakerUserId = player.UserId

				if ChatSettings.PlayerDisplayNamesEnabled then
					speakerDisplayName = speaker:GetNameForDisplay()
				end
			else
				speakerUserId = 0
			end
		end
	end

	local messageObj =
	{
		ID = self.ChatService:InternalGetUniqueMessageId(),
		FromSpeaker = fromSpeaker,
		SpeakerDisplayName = speakerDisplayName,
		SpeakerUserId = speakerUserId,
		OriginalChannel = self.Name,
		MessageLength = string.len(message),
		MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),
		MessageType = messageType,
		IsFiltered = isFiltered,
		Message = isFiltered and message or nil,
		--// These two get set by the new API. The comments are just here
		--// to remind readers that they will exist so it's not super
		--// confusing if they find them in the code but cannot find them
		--// here.
		--FilterResult = nil,
		--IsFilterResult = false,
		Time = os.time(),
		ExtraData = {},
	}

	if speaker then
		for k, v in pairs(speaker.ExtraData) do
			messageObj.ExtraData[k] = v
		end
	end

	if (extraData) then
		for k, v in pairs(extraData) do
			messageObj.ExtraData[k] = v
		end
	end

	return messageObj
end

function methods:SetChannelNameColor(color)
	self.ChannelNameColor = color
	for i, speaker in pairs(self.Speakers) do
		speaker:UpdateChannelNameColor(self.Name, color)
	end
end

function methods:GetWelcomeMessageForSpeaker(speaker)
	if self.GetWelcomeMessageFunction then
		local welcomeMessage = self.GetWelcomeMessageFunction(speaker)
		if welcomeMessage then
			return welcomeMessage
		end
	end
	return self.WelcomeMessage
end

function methods:RegisterGetWelcomeMessageFunction(func)
	if type(func) ~= "function" then
		error("RegisterGetWelcomeMessageFunction must be called with a function.")
	end
	self.GetWelcomeMessageFunction = func
end

function methods:UnRegisterGetWelcomeMessageFunction()
	self.GetWelcomeMessageFunction = nil
end


Prompt: --// Services

Response:
local L_100_ = game:GetService('RunService').RenderStepped
local L_101_ = game:GetService('UserInputService')


Prompt:
--[[
	print("Started Clone Generation")
	for i,k in pairs(Players)do
		RS.Replicate:FireClient(player,k)
	end
	print("Finished Clone Generation")
	]]

Response:
--
end)


Prompt: --Made by Luckymaxer

Response:
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")

Players = game:GetService("Players")
RunService = game:GetService("RunService")
UserInputService = game:GetService("UserInputService")

Animations = {}

ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")

InputCheck = Instance.new("ScreenGui")
InputCheck.Name = "InputCheck"
InputButton = Instance.new("ImageButton")
InputButton.Name = "InputButton"
InputButton.Image = ""
InputButton.BackgroundTransparency = 1
InputButton.ImageTransparency = 1
InputButton.Size = UDim2.new(1, 0, 1, 0)
InputButton.Parent = InputCheck

Rate = (1 / 60)

ToolEquipped = false

function SetAnimation(mode, value)
	if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
		local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
		table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})
		AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
	elseif mode == "StopAnimation" and value then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				v.AnimationTrack:Stop(value.FadeTime)
				table.remove(Animations, i)
			end
		end
	end
end

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

function Equipped(Mouse)
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	ToolEquipped = true
	if not CheckIfAlive() then
		return
	end
	spawn(function()
		PlayerMouse = Mouse
		Mouse.Button1Down:connect(function()
			InvokeServer("Button1Click", {Down = true})
		end)
		Mouse.Button1Up:connect(function()
			InvokeServer("Button1Click", {Down = false})
		end)
		Mouse.KeyDown:connect(function(Key)
			InvokeServer("KeyPress", {Key = Key, Down = true})
		end)
		Mouse.KeyUp:connect(function(Key)
			InvokeServer("KeyPress", {Key = Key, Down = false})
		end)
		local PlayerGui = Player:FindFirstChild("PlayerGui")
		if PlayerGui then
			if UserInputService.TouchEnabled then
				InputCheckClone = InputCheck:Clone()
				InputCheckClone.InputButton.InputBegan:connect(function()
					InvokeServer("Button1Click", {Down = true})
				end)
				InputCheckClone.InputButton.InputEnded:connect(function()
					InvokeServer("Button1Click", {Down = false})
				end)
				InputCheckClone.Parent = PlayerGui
			end
		end
	end)
end

function Unequipped()
	if InputCheckClone and InputCheckClone.Parent then
		InputCheckClone:Destroy()
	end
	for i, v in pairs(Animations) do
		if v and v.AnimationTrack then
			v.AnimationTrack:Stop()
		end
	end
	Animations = {}
	ToolEquipped = false
end

function InvokeServer(mode, value)
	pcall(function()
		local ServerReturn = ServerControl:InvokeServer(mode, value)
		return ServerReturn
	end)
end

function OnClientInvoke(mode, value)
	if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
		SetAnimation("PlayAnimation", value)
	elseif mode == "StopAnimation" and value then
		SetAnimation("StopAnimation", value)
	elseif mode == "PlaySound" and value then
		value:Play()
	elseif mode == "StopSound" and value then
		value:Stop()
	elseif mode == "MousePosition" then
		return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil)
	end
end

ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)


Prompt:
-- NEW v12.0.0: Casters now use a data packet which can be made like what follows.
-- Check the API for more information: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/fcbehavior

Response:
local CastBehavior = FastCast.newBehavior()
CastBehavior.RaycastParams = CastParams
CastBehavior.MaxDistance = BULLET_MAXDIST
CastBehavior.HighFidelityBehavior = FastCast.HighFidelityBehavior.Default


Prompt:
-- ROBLOX deviation: our implementation of any has significant deviations, check README for more info
-- > any("number"):asymmetricMatch(1) -- true
-- > any("number"):toAsymmetricMatcher() -- "Any<number>"
-- > any(ClassA):asymmetricMatch(ClassA.new()) -- true
-- > any(ClassA):asymmetricMatch(ClassB.new()) -- false
-- > any(ClassA):asymmetricMatch(DerivedClassA.new()) -- true

Response:
local Any = {}
Any.__index = Any
setmetatable(Any, AsymmetricMatcher)
function Any.new(sample: any)
	if typeof(sample) ~= "table" and typeof(sample) ~= "string" then
		error(
			"any() expects to be passed a typename string or a prototype class. "
				.. "Please pass one or use anything() to match any object."
		)
	end
	local self = AsymmetricMatcher.new(sample)
	setmetatable(self, Any)
	return self
end

function Any:asymmetricMatch(other: any): boolean
	-- ROBLOX deviation: simplified since this covers all the cases in Lua
	local selfType = getType(self.sample)
	local otherType = getType(other)
	-- compare metatable to check instance of Lua prototypical class
	if (selfType == "table" and otherType == "table") or (selfType == "error" and otherType == "error") then
		return instanceof(other, self.sample)
		-- check type matches type provided by string
	elseif selfType == "string" and self.sample == otherType then
		return true
	end
	return false
end

function Any:toString(): string
	return "Any"
end

function Any:getExpectedType(): string
	-- ROBLOX deviation: simplified since this already covers all the cases in Lua
	return tostring(self.sample)
end

function Any:toAsymmetricMatcher(): string
	return "Any<" .. tostring(self.sample) .. ">"
end

local Anything = {}
Anything.__index = Anything
setmetatable(Anything, AsymmetricMatcher)
function Anything.new(sample: any)
	local self = AsymmetricMatcher.new(sample)
	setmetatable(self, Anything)
	return self
end

function Anything:asymmetricMatch(other: any): boolean
	-- ROBLOX deviation: other !== null is redundant since Lua doesn't distinguish undefined/nil
	return not isUndefined(other)
end

function Anything:toString(): string
	return "Anything"
end


Prompt: -- This script automatically assumes that you are removing any Decals or Textures in the same Parent that this script is in.

Response:
local g = script.Parent:getChildren()

		for i = 1, #g do
			if (g[i].className == "Decal") then -- Removes Decals
				g[i]:remove()
			end

			if (g[i].className == "Texture") then -- Removes Textures
				g[i]:remove()
			end

end

script:Destroy() -- Removes the script itself


Prompt: -- List of creatable decoration types

Response:
local DecorationTypes = { 'Smoke', 'Fire', 'Sparkles' };

function UpdateUI()
	-- Updates information on the UI

	-- Make sure the UI's on
	if not DecorateTool.UI then
		return;
	end;

	-- Go through each decoration type and update each options UI
	for _, DecorationType in pairs(DecorationTypes) do

		local Decorations = GetDecorations(DecorationType);
		local DecorationSettingsUI = DecorateTool.UI[DecorationType];

		-- Option input references
		local Options = DecorationSettingsUI.Options;

		-- Add/remove button references
		local AddButton = DecorationSettingsUI.AddButton;
		local RemoveButton = DecorationSettingsUI.RemoveButton;

		-- Hide option UIs for decoration types not present in the selection
		if #Decorations == 0 and not DecorationSettingsUI.ClipsDescendants then
			CloseOptions();
		end;

		-------------------------------------------
		-- Show and hide "ADD" and "REMOVE" buttons
		-------------------------------------------

		-- If no selected parts have decorations
		if #Decorations == 0 then

			-- Show add button only
			AddButton.Visible = true;
			AddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3);
			RemoveButton.Visible = false;

		-- If only some selected parts have decorations
		elseif #Decorations < #Selection.Parts then

			-- Show both add and remove buttons
			AddButton.Visible = true;
			AddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3);
			RemoveButton.Visible = true;
			RemoveButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5 - RemoveButton.AbsoluteSize.X - 2, 0, 3);

		-- If all selected parts have decorations
		elseif #Decorations == #Selection.Parts then

			-- Show remove button
			RemoveButton.Visible = true;
			RemoveButton.Position = UDim2.new(1, -RemoveButton.AbsoluteSize.X - 5, 0, 3);
			AddButton.Visible = false;

		end;

		--------------------
		-- Update each input
		--------------------

		-- Update smoke inputs
		if DecorationType == 'Smoke' then

			-- Get the inputs
			local SizeInput = Options.SizeOption.Input.TextBox;
			local VelocityInput = Options.VelocityOption.Input.TextBox;
			local OpacityInput = Options.OpacityOption.Input.TextBox;
			local ColorIndicator = Options.ColorOption.Indicator;

			-- Update the inputs
			UpdateDataInputs {
				[SizeInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Size'), 2) or '*';
				[VelocityInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'RiseVelocity'), 2) or '*';
				[OpacityInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Opacity'), 2) or '*';
			};
			UpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'Color'));

		-- Update fire inputs
		elseif DecorationType == 'Fire' then

			-- Get the inputs
			local SizeInput = Options.SizeOption.Input.TextBox;
			local HeatInput = Options.HeatOption.Input.TextBox;
			local SecondaryColorIndicator = Options.SecondaryColorOption.Indicator;
			local ColorIndicator = Options.ColorOption.Indicator;

			-- Update the inputs
			UpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'Color'));
			UpdateColorIndicator(SecondaryColorIndicator, Support.IdentifyCommonProperty(Decorations, 'SecondaryColor'));
			UpdateDataInputs {
				[HeatInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Heat'), 2) or '*';
				[SizeInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Size'), 2) or '*';
			};

		-- Update sparkle inputs
		elseif DecorationType == 'Sparkles' then

			-- Get the inputs
			local ColorIndicator = Options.ColorOption.Indicator;

			-- Update the inputs
			UpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'SparkleColor'));

		end;

	end;

end;

function HideUI()
	-- Hides the tool UI

	-- Make sure there's a UI
	if not DecorateTool.UI then
		return;
	end;

	-- Hide the UI
	DecorateTool.UI.Visible = false;

	-- Stop updating the UI
	UIUpdater:Stop();

end;

function GetDecorations(DecorationType)
	-- Returns all the decorations of the given type in the selection

	local Decorations = {};

	-- Get any decorations from any selected parts
	for _, Part in pairs(Selection.Parts) do
		table.insert(Decorations, Support.GetChildOfClass(Part, DecorationType));
	end;

	-- Return the decorations
	return Decorations;

end;

function UpdateColorIndicator(Indicator, Color)
	-- Updates the given color indicator

	-- If there is a single color, just display it
	if Color then
		Indicator.BackgroundColor3 = Color;
		Indicator.Varies.Text = '';

	-- If the colors vary, display a * on a gray background
	else
		Indicator.BackgroundColor3 = Color3.new(222/255, 222/255, 222/255);
		Indicator.Varies.Text = '*';
	end;

end;

function UpdateDataInputs(Data)
	-- Updates the data in the given TextBoxes when the user isn't typing in them

	-- Go through the inputs and data
	for Input, UpdatedValue in pairs(Data) do

		-- Make sure the user isn't typing into the input
		if not Input:IsFocused() then

			-- Set the input's value
			Input.Text = tostring(UpdatedValue);

		end;

	end;

end;

function TrackChange()

	-- Start the record
	HistoryRecord = {
		Before = {};
		After = {};
		Selection = Selection.Items;

		Unapply = function (Record)
			-- Reverts this change

			-- Select the changed parts
			Selection.Replace(Record.Selection)

			-- Send the change request
			Core.SyncAPI:Invoke('SyncDecorate', Record.Before);

		end;

		Apply = function (Record)
			-- Applies this change

			-- Select the changed parts
			Selection.Replace(Record.Selection)

			-- Send the change request
			Core.SyncAPI:Invoke('SyncDecorate', Record.After);

		end;

	};

end;

function RegisterChange()
	-- Finishes creating the history record and registers it

	-- Make sure there's an in-progress history record
	if not HistoryRecord then
		return;
	end;

	-- Send the change to the server
	Core.SyncAPI:Invoke('SyncDecorate', HistoryRecord.After);

	-- Register the record and clear the staging
	Core.History.Add(HistoryRecord);
	HistoryRecord = nil;

end;

function EnableOptionsUI(SettingsUI)
	-- Sets up the UI for the given decoration type settings UI

	-- Get the type of decoration this options UI is for
	local DecorationType = SettingsUI.Name;

	-- Option input references
	local Options = SettingsUI.Options;

	-- Add/remove/show button references
	local AddButton = SettingsUI.AddButton;
	local RemoveButton = SettingsUI.RemoveButton;
	local ShowButton = SettingsUI.ArrowButton;

	-- Enable options for smoke decorations
	if DecorationType == 'Smoke' then
		SyncInputToProperty('Color', DecorationType, 'Color', Options.ColorOption.HSVPicker);
		SyncInputToProperty('Size', DecorationType, 'Number', Options.SizeOption.Input.TextBox);
		SyncInputToProperty('RiseVelocity', DecorationType, 'Number', Options.VelocityOption.Input.TextBox);
		SyncInputToProperty('Opacity', DecorationType, 'Number', Options.OpacityOption.Input.TextBox);

	-- Enable options for fire decorations
	elseif DecorationType == 'Fire' then
		SyncInputToProperty('Color', DecorationType, 'Color', Options.ColorOption.HSVPicker);
		SyncInputToProperty('SecondaryColor', DecorationType, 'Color', Options.SecondaryColorOption.HSVPicker);
		SyncInputToProperty('Size', DecorationType, 'Number', Options.SizeOption.Input.TextBox);
		SyncInputToProperty('Heat', DecorationType, 'Number', Options.HeatOption.Input.TextBox);

	-- Enable options for sparkle decorations
	elseif DecorationType == 'Sparkles' then
		SyncInputToProperty('SparkleColor', DecorationType, 'Color', Options.ColorOption.HSVPicker);

	end;

	-- Enable decoration addition button
	AddButton.MouseButton1Click:Connect(function ()
		AddDecorations(DecorationType);
	end);

	-- Enable decoration removal button
	RemoveButton.MouseButton1Click:Connect(function ()
		RemoveDecorations(DecorationType);
	end);

	-- Enable decoration options UI show button
	ShowButton.MouseButton1Click:Connect(function ()
		OpenOptions(DecorationType);
	end);

end;

function OpenOptions(DecorationType)
	-- Opens the options UI for the given decoration type

	-- Get the UI
	local UI = DecorateTool.UI[DecorationType];
	local UITemplate = Core.Tool.Interfaces.BTDecorateToolGUI[DecorationType];

	-- Close up all decoration option UIs
	CloseOptions(DecorationType);

	-- Calculate how much to expand this options UI by
	local HeightExpansion = UDim2.new(0, 0, 0, UITemplate.Options.Size.Y.Offset);

	-- Start the options UI size from 0
	UI.Options.Size = UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0);

	-- Allow the options UI to be seen
	UI.ClipsDescendants = false;

	-- Perform the options UI resize animation
	UI.Options:TweenSize(
		UITemplate.Options.Size + HeightExpansion,
		Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true,
		function ()

			-- Allow visibility of overflowing UIs within the options UI
			UI.Options.ClipsDescendants = false;

		end
	);

	-- Expand the main UI to accommodate the expanded options UI
	DecorateTool.UI:TweenSize(
		Core.Tool.Interfaces.BTDecorateToolGUI.Size + HeightExpansion,
		Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true
	);

	-- Push any UIs below this one downwards
	local DecorationTypeIndex = Support.FindTableOccurrence(DecorationTypes, DecorationType);
	for DecorationTypeIndex = DecorationTypeIndex + 1, #DecorationTypes do

		-- Get the UI
		local DecorationType = DecorationTypes[DecorationTypeIndex];
		local UI = DecorateTool.UI[DecorationType];

		-- Perform the position animation
		UI:TweenPosition(
			UDim2.new(
				UI.Position.X.Scale,
				UI.Position.X.Offset,
				UI.Position.Y.Scale,
				30 + 30 * (DecorationTypeIndex - 1) + HeightExpansion.Y.Offset
			),
			Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true
		);

	end;

end;

function CloseOptions(Exception)
	-- Closes all decoration options, except the one for the given decoration type

	-- Go through each decoration type
	for DecorationTypeIndex, DecorationType in pairs(DecorationTypes) do

		-- Get the UI for each decoration type
		local UI = DecorateTool.UI[DecorationType];
		local UITemplate = Core.Tool.Interfaces.BTDecorateToolGUI[DecorationType];

		-- Remember the initial size for each options UI
		local InitialSize = UITemplate.Options.Size;

		-- Move each decoration type UI to its starting position
		UI:TweenPosition(
			UDim2.new(
				UI.Position.X.Scale,
				UI.Position.X.Offset,
				UI.Position.Y.Scale,
				30 + 30 * (DecorationTypeIndex - 1)
			),
			Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true
		);

		-- Make sure to not resize the exempt decoration type UI
		if not Exception or Exception and DecorationType ~= Exception then

			-- Allow the options UI to be resized
			UI.Options.ClipsDescendants = true;

			-- Perform the resize animation to close up
			UI.Options:TweenSize(
				UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0),
				Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true,
				function ()

					-- Hide the option UI
					UI.ClipsDescendants = true;

					-- Set the options UI's size to its initial size (for reexpansion)
					UI.Options.Size = InitialSize;

				end
			);

		end;

	end;

	-- Contract the main UI if no option UIs are being opened
	if not Exception then
		DecorateTool.UI:TweenSize(
			Core.Tool.Interfaces.BTDecorateToolGUI.Size,
			Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true
		);
	end;

end;

function SyncInputToProperty(Property, DecorationType, InputType, Input)
	-- Enables `Input` to change the given property

	-- Enable inputs
	if InputType == 'Color' then
		Input.MouseButton1Click:Connect(function ()
			Core.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start(
				Support.IdentifyCommonProperty(GetDecorations(DecorationType), Property) or Color3.new(0, 0, 1),
				function (Color) SetProperty(DecorationType, Property, Color) end,
				Core.Targeting.CancelSelecting
			);
		end);

	-- Enable number inputs
	elseif InputType == 'Number' then
		Input.FocusLost:Connect(function ()
			SetProperty(DecorationType, Property, tonumber(Input.Text));
		end);

	end;

end;

function SetProperty(DecorationType, Property, Value)

	-- Make sure the given value is valid
	if not Value then
		return;
	end;

	-- Start a history record
	TrackChange();

	-- Go through each decoration
	for _, Decoration in pairs(GetDecorations(DecorationType)) do

		-- Store the state of the decoration before modification
		table.insert(HistoryRecord.Before, { Part = Decoration.Parent, DecorationType = DecorationType, [Property] = Decoration[Property] });

		-- Create the change request for this decoration
		table.insert(HistoryRecord.After, { Part = Decoration.Parent, DecorationType = DecorationType, [Property] = Value });

	end;

	-- Register the changes
	RegisterChange();

end;

function AddDecorations(DecorationType)

	-- Prepare the change request for the server
	local Changes = {};

	-- Go through the selection
	for _, Part in pairs(Selection.Parts) do

		-- Make sure this part doesn't already have a decoration
		if not Support.GetChildOfClass(Part, DecorationType) then

			-- Queue a decoration to be created for this part
			table.insert(Changes, { Part = Part, DecorationType = DecorationType });

		end;

	end;

	-- Send the change request to the server
	local Decorations = Core.SyncAPI:Invoke('CreateDecorations', Changes);

	-- Put together the history record
	local HistoryRecord = {
		Decorations = Decorations;
		Selection = Selection.Items;

		Unapply = function (Record)
			-- Reverts this change

			-- Select changed parts
			Selection.Replace(Record.Selection)

			-- Remove the decorations
			Core.SyncAPI:Invoke('Remove', Record.Decorations);

		end;

		Apply = function (Record)
			-- Reapplies this change

			-- Restore the decorations
			Core.SyncAPI:Invoke('UndoRemove', Record.Decorations);

			-- Select changed parts
			Selection.Replace(Record.Selection)

		end;

	};

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

	-- Open the options UI for this decoration type
	OpenOptions(DecorationType);

end;

function RemoveDecorations(DecorationType)

	-- Get all the decorations in the selection
	local Decorations = GetDecorations(DecorationType);

	-- Create the history record
	local HistoryRecord = {
		Decorations = Decorations;
		Selection = Selection.Items;

		Unapply = function (Record)
			-- Reverts this change

			-- Restore the decorations
			Core.SyncAPI:Invoke('UndoRemove', Record.Decorations);

			-- Select changed parts
			Selection.Replace(Record.Selection)

		end;

		Apply = function (Record)
			-- Reapplies this change

			-- Select changed parts
			Selection.Replace(Record.Selection)

			-- Remove the decorations
			Core.SyncAPI:Invoke('Remove', Record.Decorations);

		end;

	};

	-- Send the removal request
	Core.SyncAPI:Invoke('Remove', Decorations);

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

end;


Prompt: -- no touchy

Response:
local path
local waypoint
local oldpoints
local isWandering = 0

if canWander then
	spawn(function()
		while isWandering == 0 do
			isWandering = 1
			local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)
			human:MoveTo( Vector3.new(desgx, 0, desgz) )
			wait(math.random(4, 6))
			isWandering = 0
		end
	end)
end

while wait() do
	local enemytorso = GetTorso(hroot.Position)
	if enemytorso ~= nil then -- if player detected
		isWandering = 1
		local function checkw(t)
			local ci = 3
			if ci > #t then
				ci = 3
			end
			if t[ci] == nil and ci < #t then
				repeat
					ci = ci + 1
					wait()
				until t[ci] ~= nil
				return Vector3.new(1, 0, 0) + t[ci]
			else
				ci = 3
				return t[ci]
			end
		end

		path = pfs:FindPathAsync(hroot.Position, enemytorso.Position)
		waypoint = path:GetWaypoints()
		oldpoints = waypoint
		local connection;

		local direct = Vector3.FromNormalId(Enum.NormalId.Front)
		local ncf = hroot.CFrame * CFrame.new(direct)
		direct = ncf.p.unit
		local rootr = Ray.new(hroot.Position, direct)
		local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)

		if path and waypoint or checkw(waypoint) then
			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
				human:MoveTo( checkw(waypoint).Position )
				human.Jump = false
			end

			-- CANNOT LET BALDI JUMPS --
			--[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
				human.Jump = true
				connection = human.Changed:connect(function()
					human.Jump = true
				end)
				human:MoveTo( checkw(waypoint).Position )
			else
				human.Jump = false
			end]]

			--[[hroot.Touched:connect(function(p)
				local bodypartnames = GetPlayersBodyParts(enemytorso)
				if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
					connection = human.Changed:connect(function()
						human.Jump = true
					end)
				else
					human.Jump = false
				end
			end)]]

			if connection then
				connection:Disconnect()
			end

		else
			for i = 3, #oldpoints do
				human:MoveTo( oldpoints[i].Position )
			end
		end
	elseif enemytorso == nil and canWander then -- if player not detected
		isWandering = 0
		path = nil
		waypoint = nil
		human.MoveToFinished:Wait()
	end
end


Prompt: -- Services

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

local CodesOtaku = ReplicatedStorage:WaitForChild("CodesOtaku")
local CutsceneModule = CodesOtaku:WaitForChild("CutsceneModule")

repeat wait() until workspace.CurrentCamera -- Wait until camera is found


Prompt: -- The maximum distance the can can shoot, this value should never go above 1000

Response: local Range = 700


Prompt:
-- at max range
--script.Parent.Explosion.PlayOnRemove = false

Response:
note:stop()
shaft:remove()


Prompt: -- Load libraries

Response:
local Support, Cheer = _G.GetLibraries(
	'F3X/SupportLibrary@^1.0.0',
	'F3X/Cheer@^0.0.0'
);


Prompt:
--[=[
	@return SIGNAL_MARKER
	Returns a marker that will transform the current key into
	a RemoteSignal once the service is created. Should only
	be called within the Client table of a service.

	See [RemoteSignal](https://sleitnick.github.io/RbxUtil/api/RemoteSignal)
	documentation for more info.
	```lua
	local MyService = Knit.CreateService {
		Name = "MyService";
		Client = {
			MySignal = Knit.CreateSignal(); -- Create the signal marker
		}
	}

	-- Connect to the signal:
	MyService.Client.MySignal:Connect(function(player, ...) end)
	```
]=]

Response:
function KnitServer.CreateSignal()
	return SIGNAL_MARKER
end


Prompt:
-- Table Util
-- Stephen Leitnick
-- September 13, 2017


Prompt: -- Services

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

local MatchmakingLobby = require(ReplicatedStorage.Libraries.MatchmakingLobby)
local Util = require(ReplicatedStorage.Libraries.Util)


Prompt: -- LOCAL

Response:
local main = _G.HDAdminMain
local playerGui = main.playerGui
local topbarPlus = main.replicatedStorage:WaitForChild("HDAdmin"):WaitForChild("Topbar+")
local iconController = require(topbarPlus.IconController)


Prompt: --Required Modules

Response:
local modules = script.Parent
local status = require(modules.Status)
local core = require(modules.CoreModule)

local marine = script.Parent.Parent.Parent
local myHuman = marine.Humanoid
local myRoot = marine.HumanoidRootPart
local m4 = marine.M4
local reloadSound = m4.Reload
local magazine = marine.Mag

local myHead = marine.Head
local myTorso = marine.Torso
local neck = myTorso.Neck
local lShoulder = myTorso["Left Shoulder"]
local rShoulder = myTorso["Right Shoulder"]
local lArmWeld = myTorso["Left Arm Weld"]
local rArmWeld = myTorso["Right Arm Weld"]
local lArm = marine["Left Arm"]
local rArm = marine["Right Arm"]
local m4Weld = m4["M4 Weld"]


Prompt: -- Functions

Response:
local function CheckDistance(pos1, pos2)
	return (pos1 - pos2).Magnitude
end

local function Raycast(origin, direction)
	return workspace:Raycast(origin, direction, RayParams)
end

local function RaycastToPoint(origin, destination)
	return Raycast(origin, destination - origin)
end

local function UpdateThrottleWithComp(throttle: number)
	Chassis.UpdateThrottle(Car.Chassis.FloorPanel.AssemblyLinearVelocity.Magnitude, throttle)
end

local function UpdateSteeringWithComp(steer: number)
	Chassis.UpdateSteering(steer, Car.Chassis.FloorPanel.AssemblyLinearVelocity.Magnitude)
	return steer
end

local function UpdateThrottleToSpeed(spsSpeed)
	Chassis.SetMotorVelocity(spsSpeed / (math.pi * 3) * math.rad(360))
end

local function FaceSteerToPosition(position: Vector3)
	local PositionDifference = (position - Car.Chassis.FloorPanel.Position).Unit

	if PositionDifference:Dot(Car.Chassis.FloorPanel.CFrame.LookVector) < -0.5 then --  Vehicle is behind the car!
		local RightResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.RightVector * RaycastDistance)
		local LeftResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.RightVector * -RaycastDistance)
		local FrontResult = Raycast(Car.Chassis.FloorPanel.Position, Car.Chassis.FloorPanel.CFrame.LookVector * RaycastDistance)

		local RightDistance = RaycastDistance
		local LeftDistance = RaycastDistance
		local FrontDistance = RaycastDistance

		if RightResult ~= nil then
			RightDistance = CheckDistance(Car.Chassis.FloorPanel.Position, RightResult.Position)
		end

		if LeftResult ~= nil then
			LeftDistance = CheckDistance(Car.Chassis.FloorPanel.Position, LeftResult.Position)
		end

		if FrontResult ~= nil then
			FrontDistance = CheckDistance(Car.Chassis.FloorPanel.Position, FrontResult.Position)
		end

		if (LeftDistance > 20 or RightDistance > 20) and FrontDistance > 25 then
			if LeftDistance > RightDistance then
				UpdateSteeringWithComp(1)
				return 1
			else
				UpdateSteeringWithComp(-1)
				return -1
			end
		else
			UpdateThrottleWithComp(-0.6)
			return 0
		end
	else -- Vehicle somewhere not behind; use default behavior
		local GoalFrontVector = Car.Chassis.FloorPanel.CFrame.RightVector
		local DotProduct = PositionDifference:Dot(GoalFrontVector)
		local TargetAngle1 = math.deg(math.acos(DotProduct))
		local TargetAngle = TargetAngle1 - 90
		if TargetAngle > 90 then
			TargetAngle = 90 - TargetAngle
		end

		UpdateSteeringWithComp(math.clamp(TargetAngle / 40, -1, 1))

		return math.abs(math.clamp(TargetAngle / 40, -1, 1))
	end
end

local function PIT(vehicle: Model)
	-- First, find the nearest wheel: left or right
	local vehLeft: BasePart = vehicle:FindFirstChild("SuspensionRL", true).Wheel
	local vehRight: BasePart = vehicle:FindFirstChild("SuspensionRR", true).Wheel

	if CheckDistance(vehLeft.Position, Car.Chassis.SuspensionFR.Wheel.Position) < 50 or CheckDistance(vehRight.Position, Car.Chassis.SuspensionFL.Wheel.Position) < 50 then
		if CheckDistance(vehLeft.Position, Car.Chassis.SuspensionFR.Wheel.Position) < CheckDistance(vehRight.Position, Car.Chassis.SuspensionFL.Wheel.Position) then
			UpdateThrottleWithComp(1)
			FaceSteerToPosition(vehLeft.Position --[[+ vehLeft.AssemblyLinearVelocity]])
		else
			UpdateThrottleWithComp(1)
			FaceSteerToPosition(vehRight.Position --[[+ vehRight.AssemblyLinearVelocity]])
		end
		return true
	else
		return false
	end
end


Prompt: -- Customize the sprint speed multiplier as desired

Response:
local sprintSpeedMultiplier = 2 -- Change this value to adjust the sprint speed
local sprintDuration = 5 -- Change this value to set the sprint duration in seconds
local defaultWalkSpeed = 16 -- Change this value to set the default walk speed

local player = game.Players.LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")

local isSprinting = false
local meterX = 19
local meterV = meterX


Prompt:
-- Mode status:
-- 0/4 = Off
-- 1 = Auto
-- 2 = On

Response:
local motionSensor = script.Parent.Parent.Parent.SensorFunction.SensorScript
local Mode = script.Parent.Parent.Parent.Parent.Mode.Value
local LED = script.Parent.Parent.Parent.LED
local Off = script.Parent.Parent.Off
local On = script.Parent.Parent.On
local Auto = script.Parent.Parent.Sensor
local status = script.Parent.Parent.Parent.Parent.State

function onClicked()
	--Auto to Off
	if Mode == 1 then
		script.Parent.Sound_:Play()
		status.Value = 0
		motionSensor.Disabled = true
		Auto.Transparency = 1
		On.Transparency = 1
		Off.Transparency = 0
		LED.BrickColor = BrickColor.new("Maroon")
		LED.Material = "Neon"
		Mode = 0
		wait(1)
		script.Parent.Sound:Play()
		--Off to On
	elseif Mode == 0 then
		script.Parent.Sound_:Play()
		status.Value = 1
		motionSensor.Disabled = true
		Auto.Transparency = 1
		On.Transparency = 0
		Off.Transparency = 1
		LED.BrickColor = BrickColor.new("Really red")
		LED.Material = "Neon"
		Mode = 2
		wait(1)
		script.Parent.Sound:Play()
		--On to Off
	elseif Mode == 2 then
		script.Parent.Sound_:Play()
		status.Value = 0
		motionSensor.Disabled = true
		Auto.Transparency = 1
		On.Transparency = 1
		Off.Transparency = 0
		LED.BrickColor = BrickColor.new("Maroon")
		LED.Material = "Neon"
		Mode = 4
		wait(1)
		script.Parent.Sound:Play()
		--Off to Auto
	elseif Mode == 4 then
		script.Parent.Sound_:Play()
		status.Value = 0
		motionSensor.Disabled = false
		Auto.Transparency = 0
		On.Transparency = 1
		Off.Transparency = 1
		LED.BrickColor = BrickColor.new("Forest green")
		LED.Material = "Neon"
		Mode = 1
		wait(1)
		script.Parent.Sound:Play()
	end
end

script.Parent.ClickDetector.MouseClick:Connect(onClicked)


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

Response:
export type Dependency = {
	dependentSet: Set<Dependent>
}


Prompt: --if hood.Velocity.magnitude < 15 then return end  -- must be going decently fast to break stuff...  can add invisible "prebumpers" in the future to make collisions smoother

Response:
if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) < 40 then return end -- must be going fast in correct direction to break stuff

	if hit and hit.Parent then
		if hit.Parent:FindFirstChild("Humanoid") then
			--hit.Parent:BreakJoints()  let's not kill 'em...  for now
			hit.Parent.Humanoid.Sit = true  -- but we do make 'em flyyyy!  XD
		elseif hit:FindFirstChild("RobloxModel") and not hit:FindFirstChild("RunOver") and isSmallerThanVehicle(hit) then
			local newModel = hit:Clone()
			local modelParent = hit.Parent
			local newRunOverTag = Instance.new("BoolValue")
			newRunOverTag.Name = "RunOver"
			newRunOverTag.Parent = hit

			hit:BreakJoints()
			debris:AddItem(hit, timeToRespawn)
			coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
		elseif hit.Parent:FindFirstChild("RobloxModel") and not hit.Parent:FindFirstChild("RunOver") and isSmallerThanVehicle(hit.Parent) then
			local newModel = hit.Parent:Clone()
			local modelParent = hit.Parent.Parent
			local newRunOverTag = Instance.new("BoolValue")
			newRunOverTag.Name = "RunOver"
			newRunOverTag.Parent = hit.Parent

			hit.Parent:BreakJoints()
			debris:AddItem(hit.Parent, timeToRespawn)
			coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
		end
	end
end


Prompt:
--[=[
	@param name string
	@param inboundMiddleware ClientMiddleware?
	@param outboundMiddleware ClientMiddleware?
	@return ClientRemoteProperty
	Returns a new ClientRemoteProperty that mirrors the matching RemoteProperty created by
	ServerComm with the same matching `name`.

	Take a look at the ClientRemoteProperty documentation for more info, such as
	understanding how to wait for data to be ready.

	```lua
	local mapInfo = clientComm:GetProperty("MapInfo")

	-- Observe the initial value of mapInfo, and all subsequent changes:
	mapInfo:Observe(function(info)
		print("Current map info", info)
	end)

	-- Check to see if data is initially ready:
	if mapInfo:IsReady() then
		-- Get the data:
		local info = mapInfo:Get()
	end

	-- Get a promise that resolves once the data is ready (resolves immediately if already ready):
	mapInfo:OnReady():andThen(function(info)
		print("Map info is ready with info", info)
	end)

	-- Same as above, but yields thread:
	local success, info = mapInfo:OnReady():await()
	```
]=]

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


Prompt:
--[[
	Packs a number of arguments into a table and returns its length.
	Used to cajole varargs without dropping sparse values.
]]

Response:
local function pack(...)
	local len = select("#", ...)

	return len, { ... }
end


Prompt: -- Maximum distance away that the player can interact with target

Response: local MAX_DISTANCE = 20


Prompt: --//trunk

Response:
local tk = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS)
tk.MaxVelocity = 0.02
tk.Part0 = script.Parent.TK
tk.Part1 = tk.Parent


Prompt:
--//# Graphics+
--//# Version: 1.13 | Featuring Terrain+


Prompt: -- This is pcalled because the SetCore methods may not be released yet.

Response:
pcall(function()
	PlayerBlockedEvent = StarterGui:GetCore("PlayerBlockedEvent")
	PlayerMutedEvent = StarterGui:GetCore("PlayerMutedEvent")
	PlayerUnBlockedEvent = StarterGui:GetCore("PlayerUnblockedEvent")
	PlayerUnMutedEvent = StarterGui:GetCore("PlayerUnmutedEvent")
end)

function SendSystemMessageToSelf(message)
	local currentChannel = ChatWindow:GetCurrentChannel()

	if currentChannel then
		local messageData =
		{
			ID = -1,
			FromSpeaker = nil,
			SpeakerUserId = 0,
			OriginalChannel = currentChannel.Name,
			IsFiltered = true,
			MessageLength = string.len(message),
			MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),
			Message = trimTrailingSpaces(message),
			MessageType = ChatConstants.MessageTypeSystem,
			Time = os.time(),
			ExtraData = nil,
		}

		currentChannel:AddMessageToChannel(messageData)
	end
end

function MutePlayer(player)
	local mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("MutePlayerRequest")
	if mutePlayerRequest then
		return mutePlayerRequest:InvokeServer(player.Name)
	end
	return false
end

if PlayerBlockedEvent then
	PlayerBlockedEvent.Event:connect(function(player)
		if MutePlayer(player) then
			local playerName

			if ChatSettings.PlayerDisplayNamesEnabled then
				playerName = player.DisplayName
			else
				playerName = player.Name
			end

			SendSystemMessageToSelf(
				string.gsub(
					ChatLocalization:Get(
						"GameChat_ChatMain_SpeakerHasBeenBlocked",
						string.format("Speaker '%s' has been blocked.", playerName)
					),
					"{RBX_NAME}", playerName
				)
			)
		end
	end)
end

if PlayerMutedEvent then
	PlayerMutedEvent.Event:connect(function(player)
		if MutePlayer(player) then
			local playerName

			if ChatSettings.PlayerDisplayNamesEnabled then
				playerName = player.DisplayName
			else
				playerName = player.Name
			end

			SendSystemMessageToSelf(
				string.gsub(
					ChatLocalization:Get(
						"GameChat_ChatMain_SpeakerHasBeenMuted",
						string.format("Speaker '%s' has been muted.", playerName)
					),
					"{RBX_NAME}", playerName
				)
			)
		end
	end)
end

function UnmutePlayer(player)
	local unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("UnMutePlayerRequest")
	if unmutePlayerRequest then
		return unmutePlayerRequest:InvokeServer(player.Name)
	end
	return false
end

if PlayerUnBlockedEvent then
	PlayerUnBlockedEvent.Event:connect(function(player)
		if UnmutePlayer(player) then
			local playerName

			if ChatSettings.PlayerDisplayNamesEnabled then
				playerName = player.DisplayName
			else
				playerName = player.Name
			end

			SendSystemMessageToSelf(
				string.gsub(
					ChatLocalization:Get(
						"GameChat_ChatMain_SpeakerHasBeenUnBlocked",
						string.format("Speaker '%s' has been unblocked.", playerName)
					),
					"{RBX_NAME}", playerName
				)
			)
		end
	end)
end

if PlayerUnMutedEvent then
	PlayerUnMutedEvent.Event:connect(function(player)
		if UnmutePlayer(player) then
			local playerName

			if ChatSettings.PlayerDisplayNamesEnabled then
				playerName = player.DisplayName
			else
				playerName = player.Name
			end

			SendSystemMessageToSelf(
				string.gsub(
					ChatLocalization:Get(
						"GameChat_ChatMain_SpeakerHasBeenUnMuted",
						string.format("Speaker '%s' has been unmuted.", playerName)
					),
					"{RBX_NAME}", playerName
				)
			)
		end
	end)
end


Prompt: -- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone.

Response:
settings.DisplayMuteButton = true  -- If set to true, there will be a button in the bottom-right corner of the screen allowing players to mute the background music.

settings.MusicFadeoutTime = 1.5  -- How long music takes to fade out, in seconds.

settings.MusicOnlyPlaysWithinZones = false  -- (This setting only applies when UseGlobalBackgroundMusic is set to false) If a player walks into an area that's not covered by any music zone, what should happen? If true, music will stop playing. If false, the music from the previous zone will continue to play.

return settings


Prompt:
--[[
	Assert that our functoid expectation value throws an error when called.
	An optional error message can be passed to assert that the error message
	contains the given value.
]]

Response:
function Expectation:throw(messageSubstring)
	local ok, err = pcall(self.value)
	local result = ok ~= self.successCondition

	if messageSubstring and not ok then
		if self.successCondition then
			result = err:find(messageSubstring, 1, true) ~= nil
		else
			result = err:find(messageSubstring, 1, true) == nil
		end
	end

	local message

	if messageSubstring then
		message = formatMessage(
			self.successCondition,
			("Expected function to throw an error containing %q, but it %s"):format(
				messageSubstring,
				err and ("threw: %s"):format(err) or "did not throw."
			),
			("Expected function to never throw an error containing %q, but it threw: %s"):format(
				messageSubstring,
				tostring(err)
			)
		)
	else
		message = formatMessage(
			self.successCondition,
			"Expected function to throw an error, but it did not throw.",
			("Expected function to succeed, but it threw an error: %s"):format(tostring(err))
		)
	end

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

	return self
end

return Expectation


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

Response:
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=100;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(30);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=30;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=500;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;


Prompt: --Don't touch anything in this script unless you know what you're doing

Response:
script.Parent.MouseButton1Click:connect(function()
script.Parent.Parent.Frame.Visible=true
script.Parent.Visible=false
end)


Prompt: -------------------------------------Gun info

Response:
ToolName="Mark IV"

ClipSize=30
ReloadTime=2
Firerate=.2
MinSpread=1
MaxSpread=6
SpreadRate=1
BaseDamage=30
automatic=true
burst=false
shot=false			--shotgun
BarrlePos=Vector3.new(0,0.70,-2.90)
Cursors={"rbxasset://textures\\GunCursor.png"}
ReloadCursor="rbxasset://textures\\GunWaitCursor.png"


Prompt: -- Cache common functions to avoid unnecessary table lookups

Response:
local TableInsert, NewVector3 = table.insert, Vector3.new

function GetCornerOffsets(Origin, InitialStates)
	-- Calculates and returns the offset of every corner in the initial state from the origin CFrame

	local CornerOffsets = {}

	-- Get offset for origin point
	local OriginOffset = Origin:inverse()

	-- Go through each item in the initial state
	for Item, State in pairs(InitialStates) do
		local ItemCFrame = State.CFrame
		local SizeX, SizeY, SizeZ = Item.Size.X / 2, Item.Size.Y / 2, Item.Size.Z / 2

		-- Gather each corner
		TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, SizeY, SizeZ)))
		TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, SizeY, SizeZ)))
		TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, -SizeY, SizeZ)))
		TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, SizeY, -SizeZ)))
		TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, SizeY, -SizeZ)))
		TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, -SizeY, SizeZ)))
		TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(SizeX, -SizeY, -SizeZ)))
		TableInsert(CornerOffsets, OriginOffset * (ItemCFrame * NewVector3(-SizeX, -SizeY, -SizeZ)))
	end

	-- Return the offsets
	return CornerOffsets

end

function FreeDragging:InstallDragEndListener()
    Support.AddUserInputListener('Ended', {'Touch', 'MouseButton1'}, true, function (Input)

        -- Clear drag detection data
        self.StartScreenPoint = nil
        self.StartTarget = nil
        ContextActionService:UnbindAction 'BT: Watch for dragging'

        -- Reset from drag mode if dragging
        if self.IsDragging then

            -- Reset axes
            self.Tool:SetAxes(self.Tool.Axes)

            -- Finalize the dragging operation
            self:FinishDragging()

        end

    end)
end

return FreeDragging


Prompt: --[[ Utility Functions ]]

Response:
--
local function IsFinite(num)
	return num == num and num ~= 1/0 and num ~= -1/0
end

local function IsFiniteVector3(vec3)
	return IsFinite(vec3.x) and IsFinite(vec3.y) and IsFinite(vec3.z)
end

local movementUpdateEvent = Instance.new("BindableEvent")
movementUpdateEvent.Name = "MovementUpdate"
movementUpdateEvent.Parent = script

coroutine.wrap(function()
	local PathDisplayModule = script.Parent:WaitForChild("PathDisplay")
	if PathDisplayModule then
		PathDisplay = require(PathDisplayModule)
	end
end)()


Prompt: --Disable script if car is removed from workspace

Response:
Car.AncestryChanged:Connect(function()
	if not Car:IsDescendantOf(Workspace) then
		unbindActions()

		LocalVehicleSeating.ExitSeat()
		LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat)
		-- stop seated anim
		print("car removed from workspace")

		script.Disabled = true
	end
end)

local function getInputValue(keyInfo, inputObj)
	for _, keyCodeInfo in ipairs(keyInfo) do
		if inputObj.KeyCode == keyCodeInfo.KeyCode then
			if keyCodeInfo.Axis then
				local inputVector = inputObj.Position * keyCodeInfo.Axis
				local sign = math.sign(inputVector.X + inputVector.Y + inputVector.Z)
				return inputVector.magnitude * sign
			else
				return 1
			end
		end
	end
	return 0
end

local function exitVehicle(action, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin then
		LocalVehicleSeating.ExitSeat()
		-- stop seated anim
	end
end

ContextActionService:BindAction(
	EXIT_ACTION_NAME,
	exitVehicle,
	false,
	Keymap.EnterVehicleGamepad,
	Keymap.EnterVehicleKeyboard
)

local function steerLeftAction(action, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then
		SteerLeftValue = getInputValue(Keymap.SteerLeft, inputObj)
	else
		SteerLeftValue = 0
	end
	return Enum.ContextActionResult.Pass
end

ContextActionService:BindActionAtPriority(
	STEER_LEFT_ACTION_NAME,
	steerLeftAction,
	false,
	Enum.ContextActionPriority.High.Value,
	unpack(Keymap.KeysForAction("SteerLeft"))
)

local function steerRightAction(action, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then
		SteerRightValue = getInputValue(Keymap.SteerRight, inputObj)
	else
		SteerRightValue = 0
	end
	return Enum.ContextActionResult.Pass
end

ContextActionService:BindActionAtPriority(
	STEER_RIGHT_ACTION_NAME,
	steerRightAction,
	false,
	Enum.ContextActionPriority.High.Value,
	unpack(Keymap.KeysForAction("SteerRight"))
)

local function throttleAction(action, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then
		ThrottleValue = getInputValue(Keymap.Throttle, inputObj)
	else
		ThrottleValue = 0
	end
end

ContextActionService:BindAction(
	THROTTLE_ACTION_NAME,
	throttleAction,
	false,
	unpack(Keymap.KeysForAction("Throttle"))
)

local function brakeAction(action, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then
		BrakeValue = getInputValue(Keymap.Brake, inputObj)
	else
		BrakeValue = 0
	end
end

ContextActionService:BindAction(
	BRAKE_ACTION_NAME,
	brakeAction,
	false,
	unpack(Keymap.KeysForAction("Brake"))
)

local function handBrakeAction(action, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin then
		HandBrakeValue = 1
	else
		HandBrakeValue = 0
	end
end

ContextActionService:BindAction(
	HAND_BRAKE_ACTION_NAME,
	handBrakeAction,
	false,
	unpack(Keymap.KeysForAction("Handbrake"))
)


Prompt:
--// No-opt connect Server>Client RemoteEvents to ensure they cannot be called
--// to fill the remote event queue.

Response:
local function emptyFunction()
	--intentially empty
end

local function GetObjectWithNameAndType(parentObject, objectName, objectType)
	for _, child in pairs(parentObject:GetChildren()) do
		if (child:IsA(objectType) and child.Name == objectName) then
			return child
		end
	end

	return nil
end

local function CreateIfDoesntExist(parentObject, objectName, objectType)
	local obj = GetObjectWithNameAndType(parentObject, objectName, objectType)
	if (not obj) then
		obj = Instance.new(objectType)
		obj.Name = objectName
		obj.Parent = parentObject
	end
	useEvents[objectName] = obj

	return obj
end