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

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

local damage = 20

local slash_damage = 16
local lunge_damage = 32

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

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

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

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

function DarkKill(character, humanoid, attacker)

	if (character:FindFirstChild("ForceField") ~= nil) then return end

	local childs = character:GetChildren()

	local colors = {}

	tagHumanoid(humanoid, attacker)
	humanoid.Health = 0

	for i=1,#childs do
		if (childs[i].className == "Part") then
			colors[i] = childs[i].BrickColor
			childs[i].BrickColor = BrickColor.new(26)
			childs[i].CanCollide = true
			childs[i].Anchored = true
		end
	end

	wait(.25)

	for i=1,#childs do
		if (childs[i].className == "Part") then
			local b = Instance.new("BodyVelocity")
			b.velocity = Vector3.new(math.random() - .5, 0, math.random() - .5).unit * 80
			b.maxForce = Vector3.new(1e5,1e5,1e5)
			b.Parent = childs[i]
		end
	end

	for i=1,#childs do
		if (childs[i].className == "Part") then
			childs[i].Anchored = false
		end
	end

end

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

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				hum.Health = hum.Health + (damage * .4)
				if humanoid.Health > damage then
					tagHumanoid(humanoid, vPlayer)
					humanoid:TakeDamage(damage)
				else
					DarkKill(humanoid.Parent, humanoid, vPlayer)
				end
			end
		end

	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
	game.Debris:AddItem(creator_tag, 1)
end

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

function lunge()
	damage = lunge_damage

	LungeSound:play()

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

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

	damage = slash_damage
end

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

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

function swordAcross()
	-- parry
end

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

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

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

	t = r.Stepped:wait()

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

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

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

connection = sword.Touched:connect(blow)


Prompt: --!strict

Response:
local LuauPolyfill = script.Parent.Parent
local types = require(LuauPolyfill.types)
type Array<T> = types.Array<T>
type Object = types.Object


Prompt:
--workspace.CurrentCamera.CoordinateFrame.LookVector
--root.CFrame.LookVector

Response:
module.LookToMonster = function(Monster)
	char.Head.CFrame = CFrame.lookAt(char.Head.Position,Monster.HumanoidRootPart.Position)

	game:GetService("TweenService"):Create(workspace.CurrentCamera,TweenInfo.new(0.25),{CFrame = char.Head.CFrame}):Play()
end

return module


Prompt:
--[[
	Thank you for using Zednov's Tycoon Kit!
	This kit has countless options for you to choose from, fear not I have listed them all below
	-Dev Product buttons are here! Require players to purchase a dev product to get the dropper/upgrader/etc.
	-Gamepass buttons are here! Require players to own a gamepass to get a dropper/upgrader/etc.
	-Everything berezaa's  Tyccon kit has! No need to learn a whole new way to build tycoons!
	-Choose how your leaderboard looks! Choose how players play your tycoon!
	-Choose if players can steal other player's loot! (If you allow them to steal loot, add a precent they can steal and the time it takes to cooldown steal time)
	-Choose if there will be multiple currencies! Get creative!
	-We also provide a script which will take any valid tycoon you've built with berezaa's tycoon and transfer it over to be compatiable with ours!
	-We have sounds to give a more fun experience! Change your sounds to your liking!

	Please note that if the tycoon doesn't work, it's probably because you have made a typo in one of the purchase
	buttons or that you made a typo in the object being purchased so like you might've spelt Droper1 instead of Dropper1.
	Test out the tycoon every few buttons you make so you catch the mistake before advancing and having lots of buttons
	to look through.

	NOTE:
	If you plan to add devproducts in a game your using this kit in, you will need to edit the current script labeled "DevProductHandler"
	If you have two scripts that handle devproducts, both scripts will not work which is why you will need to merge with the provided one.
	All the settings are in the ModuleScript called 'Settings'
	We have provided a script below to change your berezaa built tycoon into the new improved Zednov Tycoon Kit :)
--]]


Response:
    for i = 1,3 do
    plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)
    wait(0.05)
    plr.Torso["Left Hip"].C1 = plr.Torso["Left Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr.Torso["Right Hip"].C1 = plr.Torso["Right Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr = game.Players.LocalPlayer.Character
    plr.Torso["Right Shoulder"].C1 = plr.Torso["Right Shoulder"].C1 * CFrame.new(0,-0.025,0)
    plr.Torso["Left Shoulder"].C1 = plr.Torso["Left Shoulder"].C1 * CFrame.new(0,-0.025,0)

end
for i = 1,2 do
    plr.Torso["Right Hip"].C1 = plr.Torso["Right Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)
    wait(0.05)
    plr.Torso["Left Hip"].C1 = plr.Torso["Left Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr = game.Players.LocalPlayer.Character
    plr.Torso["Right Shoulder"].C1 = plr.Torso["Right Shoulder"].C1 * CFrame.new(0,-0.02,0)
    plr.Torso["Left Shoulder"].C1 = plr.Torso["Left Shoulder"].C1 * CFrame.new(0,-0.02,0)

end
for i = 1,2 do
    plr.Torso["Right Hip"].C1 = plr.Torso["Right Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)
    wait(0.05)
    plr.Torso["Left Hip"].C1 = plr.Torso["Left Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr = game.Players.LocalPlayer.Character
    plr.Torso["Right Shoulder"].C1 = plr.Torso["Right Shoulder"].C1 * CFrame.new(0,-0.01,0)
    plr.Torso["Left Shoulder"].C1 = plr.Torso["Left Shoulder"].C1 * CFrame.new(0,-0.01,0)

end
end


Prompt:
--[=[
	Connects a handler to a ScriptSignal object, but only allows that
	connection to run once. Any `:Fire` calls called afterwards won't trigger anything.

	```lua
	ScriptSignal:ConnectOnce(function()
		print("Connection fired")
	end)

	ScriptSignal:Fire()
	ScriptSignal:Fire()

	-- "Connection fired" is only fired once
	```

	@param handler (...: any) -> ()
	@ignore
]=]

Response:
function ScriptSignal:ConnectOnce(handler: (...any) -> ())
    assert(typeof(handler) == "function", "Must be function")

    local connection
    connection = self:Connect(function(...)
        connection:Disconnect()
        handler(...)
    end)
end


Prompt: --light setup!--

Response:
local mod = pln:findFirstChild("Lights")
for i,v in pairs(mod:GetChildren()) do
mod:findFirstChild("FlashScript").Disabled = true
if(v.className == "Part") then
if(v:findFirstChild("Gui").Enabled == true) then
v:findFirstChild("Gui").Enabled = false
end
if(v:findFirstChild("Gui").Adornee == nil) then
v:findFirstChild("Gui").Adornee = v:findFirstChild("Gui").Parent
end end end


Prompt: ---Flip

Response:
function Flip()
	if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
		FlipWait=tick()
	else
		if tick()-FlipWait>=3 then
			FlipDB=true
			local gyro = car.DriveSeat.Flip
			gyro.maxTorque = Vector3.new(10000,0,10000)
			gyro.P=3000
			gyro.D=500
			wait(1)
			gyro.maxTorque = Vector3.new(0,0,0)
			gyro.P=0
			gyro.D=0
			FlipDB=false
		end
	end
end


Prompt:
--
-- Start LuaBitOp "bit" compat section.
--

Response:
M.bit = {} -- LuaBitOp "bit" compatibility

M.bit.bits = M.bits

M.bit.cast = M.cast

function M.bit.tobit(x)
  x = x % MOD
  if x >= 0x80000000 then x = x - MOD end
  return x
end
local bit_tobit = M.bit.tobit

function M.bit.tohex(x, ...)
  return tohex(x % MOD, ...)
end

function M.bit.bnot(x)
  return bit_tobit(bnot(x % MOD))
end

local function bit_bor(a, b, c, ...)
  if c then
    return bit_bor(bit_bor(a, b), c, ...)
  elseif b then
    return bit_tobit(bor(a % MOD, b % MOD))
  else
    return bit_tobit(a)
  end
end
M.bit.bor = bit_bor

local function bit_band(a, b, c, ...)
  if c then
    return bit_band(bit_band(a, b), c, ...)
  elseif b then
    return bit_tobit(band(a % MOD, b % MOD))
  else
    return bit_tobit(a)
  end
end
M.bit.band = bit_band

local function bit_bxor(a, b, c, ...)
  if c then
    return bit_bxor(bit_bxor(a, b), c, ...)
  elseif b then
    return bit_tobit(bxor(a % MOD, b % MOD))
  else
    return bit_tobit(a)
  end
end
M.bit.bxor = bit_bxor

function M.bit.lshift(x, n)
  return bit_tobit(lshift(x % MOD, n % 32))
end

function M.bit.rshift(x, n)
  return bit_tobit(rshift(x % MOD, n % 32))
end

function M.bit.arshift(x, n)
  return bit_tobit(arshift(x % MOD, n % 32))
end

function M.bit.rol(x, n)
  return bit_tobit(lrotate(x % MOD, n % 32))
end

function M.bit.ror(x, n)
  return bit_tobit(rrotate(x % MOD, n % 32))
end

function M.bit.bswap(x)
  return bit_tobit(bswap(x % MOD))
end

return M


Prompt: --// Positioning

Response:
	RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08);
	LeftArmPos = CFrame.new(-0.0318467021, -2.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098);
	GunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);


Prompt:
--[=[
	@within Shake
	@prop Amplitude number
	Amplitude of the overall shake. For instance, an amplitude of `3` would mean the
	peak magnitude for the outputted shake vectors would be about `3`.

	Defaults to `1`.
]=]


Response:
local curSize
local create
local Expand
local doHide
local doClose
local dragSize
local isVisible
local DoRefresh
local getNextPos
local wallPosition
local setPosition
local checkMouse
local isInFrame
local setSize
local apiIfy

client = nil
cPcall = nil
Pcall = nil
Routine = nil
service = nil
GetEnv = nil

local function isGui(child)
	return child:IsA("GuiObject");
end


Prompt: --< variables

Response:
local players = game:GetService("Players")
local frame = script.Parent.Frame
local slots = frame.slots
local temp = frame.Template

local players_table = {}


Prompt: --Inf amounts tools giver delele "--" to activate and delete line upper or comment them


Prompt:
--[[
	Assert that our expectation value is equal to another value
]]

Response:
function Expectation:equal(otherValue)
	local result = (self.value == otherValue) == self.successCondition

	local message = formatMessage(
		self.successCondition,
		("Expected value %q (%s), got %q (%s) instead"):format(
			tostring(otherValue),
			type(otherValue),
			tostring(self.value),
			type(self.value)
		),
		("Expected anything but value %q (%s)"):format(tostring(otherValue), type(otherValue))
	)

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

	return self
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=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(7000);
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<10 then
wait(0.4);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>10 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=10000;
JeffTheKillerHumanoid.JumpPower=70;
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: --Light off

Response:
	src.LightBrick1.SpotLight.Enabled = false
	src.LightBrick2.SpotLight.Enabled = false

	src.LightBrick1.Material = "SmoothPlastic"
	src.LightBrick2.Material = "SmoothPlastic"

	light.Value = false
	else


Prompt: -- Testing AC FE support

Response:
local event = script.Parent
local car=script.Parent.Parent

event.OnServerEvent:connect(function(player,data)
	if data['ToggleLight'] then
		if car.Body.Light.on.Value==true then
			car.Body.Light.on.Value=false
		else
			car.Body.Light.on.Value=true
		end
	elseif data['ToggleFog'] then
		if car.Body.Fog.on.Value==true then
			car.Body.Fog.on.Value=false
		else
			car.Body.Light.on.Value=true
		end
	elseif data['EnableBrakes'] then
		car.Body.Brakes.on.Value=true
	elseif data['DisableBrakes'] then
		car.Body.Brakes.on.Value=false
	elseif data['ToggleLeftBlink'] then
		if car.Body.Left.on.Value==true then
			car.Body.Left.on.Value=false
		else
			car.Body.Left.on.Value=true
		end
	elseif data['ToggleRightBlink'] then
		if car.Body.Right.on.Value==true then
			car.Body.Right.on.Value=false
		else
			car.Body.Right.on.Value=true
		end
	elseif data['ToggleHazard'] then
		if car.Body.Hazards.on.Value==true then
			car.Body.Hazards.on.Value=false
		else
			car.Body.Hazards.on.Value=true
		end
	end
end)


Prompt: --// Firemode Functions

Response:
function CreateBullet(L_200_arg1)
	local L_201_ = L_59_.Position
	local L_202_ = (L_4_.Hit.p - L_201_).unit
	local L_203_ = CFrame.Angles(math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)))
	L_202_ = L_203_ * L_202_
	local L_204_ = CFrame.new(L_201_, L_201_ + L_202_)

	local L_205_ = Instance.new("Part", L_101_)
	game.Debris:AddItem(L_205_, 10)
	L_205_.Shape = Enum.PartType.Ball
	L_205_.Size = Vector3.new(1, 1, 12)
	L_205_.Name = "Bullet"
	L_205_.TopSurface = "Smooth"
	L_205_.BottomSurface = "Smooth"
	L_205_.BrickColor = BrickColor.new("Bright green")
	L_205_.Material = "Neon"
	L_205_.CanCollide = false
		--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)
	L_205_.CFrame = L_204_

	local L_206_ = Instance.new("Sound")
	L_206_.SoundId = "rbxassetid://341519743"
	L_206_.Looped = true
	L_206_:Play()
	L_206_.Parent = L_205_
	L_206_.Volume = 0.4
	L_206_.MaxDistance = 30

	L_205_.Transparency = 1
	local L_207_ = L_205_:GetMass()
	local L_208_ = Instance.new('BodyForce', L_205_)

	if not L_83_ then
		L_208_.Force = L_24_.BulletPhysics
		L_205_.Velocity = L_202_ * L_24_.BulletSpeed
	else
		L_208_.Force = L_24_.ExploPhysics
		L_205_.Velocity = L_202_ * L_24_.ExploSpeed
	end

	local L_209_ = Instance.new('Attachment', L_205_)
	L_209_.Position = Vector3.new(0.1, 0, 0)
	local L_210_ = Instance.new('Attachment', L_205_)
	L_210_.Position = Vector3.new(-0.1, 0, 0)

	local L_211_ = TracerCalculation()

	if L_24_.TracerEnabled == true and L_211_ then
		local L_212_ = Instance.new('Trail', L_205_)
		L_212_.Attachment0 = L_209_
		L_212_.Attachment1 = L_210_
		L_212_.Transparency = NumberSequence.new(L_24_.TracerTransparency)
		L_212_.LightEmission = L_24_.TracerLightEmission
		L_212_.TextureLength = L_24_.TracerTextureLength
		L_212_.Lifetime = L_24_.TracerLifetime
		L_212_.FaceCamera = L_24_.TracerFaceCamera
		L_212_.Color = ColorSequence.new(L_24_.TracerColor.Color)
	end

	if L_1_:FindFirstChild('Shell') and not L_83_ then
		CreateShell()
	end

	delay(0.2, function()
		L_205_.Transparency = 0
	end)

	return L_205_
end

function CheckForHumanoid(L_213_arg1)
	local L_214_ = false
	local L_215_ = nil
	if L_213_arg1 then
		if (L_213_arg1.Parent:FindFirstChild("Humanoid") or L_213_arg1.Parent.Parent:FindFirstChild("Humanoid")) then
			L_214_ = true
			if L_213_arg1.Parent:FindFirstChild('Humanoid') then
				L_215_ = L_213_arg1.Parent.Humanoid
			elseif L_213_arg1.Parent.Parent:FindFirstChild('Humanoid') then
				L_215_ = L_213_arg1.Parent.Parent.Humanoid
			end
		else
			L_214_ = false
		end
	end
	return L_214_, L_215_
end

function CastRay(L_216_arg1)
	local L_217_, L_218_, L_219_
	local L_220_ = L_56_.Position;
	local L_221_ = L_216_arg1.Position;
	local L_222_ = 0

	local L_223_ = L_83_

	while true do
		L_106_:wait()
		L_221_ = L_216_arg1.Position;
		L_222_ = L_222_ + (L_221_ - L_220_).magnitude
		L_217_, L_218_, L_219_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_220_, (L_221_ - L_220_)), IgnoreList);
		local L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)
		local L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant
		if L_222_ > L_24_.BulletDecay then
			L_216_arg1:Destroy()
			break
		end
		if L_217_ and (L_217_ and L_217_.Transparency >= 1 or L_217_.CanCollide == false) and L_217_.Name ~= 'Right Arm' and L_217_.Name ~= 'Left Arm' and L_217_.Name ~= 'Right Leg' and L_217_.Name ~= 'Left Leg' and L_217_.Name ~= 'Armor' then
			table.insert(IgnoreList, L_217_)
		end

		if L_217_ then
			L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)
			L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant

			L_118_:FireServer(L_218_)

			local L_226_ = CheckForHumanoid(L_217_)
			if L_226_ == false then
				L_216_arg1:Destroy()
				local L_227_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, "Part", L_217_)
			elseif L_226_ == true then
				L_216_arg1:Destroy()
				local L_228_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, "Human", L_217_)
			end
		end

		if L_217_ and L_223_ then
			L_116_:FireServer(L_218_)
		end

		if L_217_ then
			local L_229_, L_230_ = CheckForHumanoid(L_217_)
			if L_229_ then
				L_111_:FireServer(L_230_)
				if L_24_.AntiTK then
					if game.Players:FindFirstChild(L_230_.Parent.Name) and game.Players:FindFirstChild(L_230_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_230_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_230_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_230_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then
						if L_217_.Name == 'Head' then
							L_110_:FireServer(L_230_, L_24_.HeadDamage)
							local L_231_ = L_19_:WaitForChild('BodyHit'):clone()
							L_231_.Parent = L_2_.PlayerGui
							L_231_:Play()
							game:GetService("Debris"):addItem(L_231_, L_231_.TimeLength)
						end
						if L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
							if L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
								L_110_:FireServer(L_230_, L_24_.LimbDamage)
							elseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor'  then
								L_110_:FireServer(L_230_, L_24_.BaseDamage)
							elseif L_217_.Name == 'Armor' then
								L_110_:FireServer(L_230_, L_24_.ArmorDamage)
							end
							local L_232_ = L_19_:WaitForChild('BodyHit'):clone()
							L_232_.Parent = L_2_.PlayerGui
							L_232_:Play()
							game:GetService("Debris"):addItem(L_232_, L_232_.TimeLength)
						end
						if (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
							L_110_:FireServer(L_230_, L_24_.HeadDamage)
							local L_233_ = L_19_:WaitForChild('BodyHit'):clone()
							L_233_.Parent = L_2_.PlayerGui
							L_233_:Play()
							game:GetService("Debris"):addItem(L_233_, L_233_.TimeLength)
						end
					end
				else
					if L_217_.Name == 'Head' then
						L_110_:FireServer(L_230_, L_24_.HeadDamage)
						local L_234_ = L_19_:WaitForChild('BodyHit'):clone()
						L_234_.Parent = L_2_.PlayerGui
						L_234_:Play()
						game:GetService("Debris"):addItem(L_234_, L_234_.TimeLength)
					end
					if L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
						if L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
							L_110_:FireServer(L_230_, L_24_.LimbDamage)
						elseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
							L_110_:FireServer(L_230_, L_24_.BaseDamage)
						elseif L_217_.Name == 'Armor' then
							L_110_:FireServer(L_230_, L_24_.ArmorDamage)
						end
						local L_235_ = L_19_:WaitForChild('BodyHit'):clone()
						L_235_.Parent = L_2_.PlayerGui
						L_235_:Play()
						game:GetService("Debris"):addItem(L_235_, L_235_.TimeLength)
					end
					if (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
						L_110_:FireServer(L_230_, L_24_.HeadDamage)
						local L_236_ = L_19_:WaitForChild('BodyHit'):clone()
						L_236_.Parent = L_2_.PlayerGui
						L_236_:Play()
						game:GetService("Debris"):addItem(L_236_, L_236_.TimeLength)
					end
				end
			end
		end

		if L_217_ and L_217_.Parent:FindFirstChild("Humanoid") then
			return L_217_, L_218_;
		end
		L_220_ = L_221_;
	end
end

function fireSemi()
	if L_15_ then
		L_69_ = false
		Recoiling = true
		Shooting = true

		--CheckReverb()
		if L_54_ then
			L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
		else
			L_59_:WaitForChild('Fire'):Play()
		end
		L_109_:FireServer()
		L_102_ = CreateBullet(L_24_.BulletSpread)
		L_103_ = L_103_ - 1
		UpdateAmmo()
		RecoilFront = true
		local L_237_, L_238_ = spawn(function()
			CastRay(L_102_)
		end)

		if L_24_.CanBolt == true then
			BoltingBackAnim()
			delay(L_24_.Firerate / 2, function()
				if L_24_.CanSlideLock == false then
					BoltingForwardAnim()
				elseif L_24_.CanSlideLock == true then
					if L_103_ > 0 then
						BoltingForwardAnim()
					end
				end
			end)
		end

		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)

		wait(L_24_.Firerate)

		local L_239_ = JamCalculation()
		if L_239_ then
			L_69_ = false
		else
			L_69_ = true
		end
		Shooting = false
	end
end

function fireExplo()
	if L_15_ then
		L_69_ = false
		Recoiling = true
		Shooting = true
		if L_54_ then
			L_54_:FireServer(L_60_:WaitForChild('Fire').SoundId, L_60_)
		else
			L_60_:WaitForChild('Fire'):Play()
		end
		L_109_:FireServer()
		L_102_ = CreateBullet(L_24_.BulletSpread)
		L_105_ = L_105_ - 1
		UpdateAmmo()
		RecoilFront = true
		local L_240_, L_241_ = spawn(function()
			CastRay(L_102_)
		end)

		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)

		L_69_ = false
		Shooting = false
	end
end

function fireShot()
	if L_15_ then
		L_69_ = false
		Recoiling = true
		Shooting = true
		RecoilFront = true
		--CheckReverb()
		if L_54_ then
			L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
		else
			L_59_:WaitForChild('Fire'):Play()
		end
		L_109_:FireServer()
		for L_243_forvar1 = 1, L_24_.ShotNum do
			spawn(function()
				L_102_ = CreateBullet(L_24_.BulletSpread)
			end)
			local L_244_, L_245_ = spawn(function()
				CastRay(L_102_)
			end)
		end

		for L_246_forvar1, L_247_forvar2 in pairs(L_59_:GetChildren()) do
			if L_247_forvar2.Name:sub(1, 7) == "FlashFX" then
				L_247_forvar2.Enabled = true
			end
		end

		delay(1 / 30, function()
			for L_248_forvar1, L_249_forvar2 in pairs(L_59_:GetChildren()) do
				if L_249_forvar2.Name:sub(1, 7) == "FlashFX" then
					L_249_forvar2.Enabled = false
				end
			end
		end)

		if L_24_.CanBolt == true then
			BoltingBackAnim()
			delay(L_24_.Firerate / 2, function()
				if L_24_.CanSlideLock == false then
					BoltingForwardAnim()
				elseif L_24_.CanSlideLock == true then
					if L_103_ > 0 then
						BoltingForwardAnim()
					end
				end
			end)
		end

		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)
		L_103_ = L_103_ - 1
		UpdateAmmo()
		wait(L_24_.Firerate)

		L_76_ = true
		L_76_ = false

		local L_242_ = JamCalculation()
		if L_242_ then
			L_69_ = false
		else
			L_69_ = true
		end

		Shooting = false
	end
end

function fireBoltAction()
	if L_15_ then
		L_69_ = false
		Recoiling = true
		Shooting = true
		--CheckReverb()
		if L_54_ then
			L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
		else
			L_59_:WaitForChild('Fire'):Play()
		end
		L_109_:FireServer()
		L_102_ = CreateBullet(L_24_.BulletSpread)
		L_103_ = L_103_ - 1
		UpdateAmmo()
		RecoilFront = true
		local L_250_, L_251_ = spawn(function()
			CastRay(L_102_)
		end)

		for L_253_forvar1, L_254_forvar2 in pairs(L_59_:GetChildren()) do
			if L_254_forvar2.Name:sub(1, 7) == "FlashFX" then
				L_254_forvar2.Enabled = true
			end
		end

		delay(1 / 30, function()
			for L_255_forvar1, L_256_forvar2 in pairs(L_59_:GetChildren()) do
				if L_256_forvar2.Name:sub(1, 7) == "FlashFX" then
					L_256_forvar2.Enabled = false
				end
			end
		end)

		if L_24_.CanBolt == true then
			BoltingBackAnim()
			delay(L_24_.Firerate / 2, function()
				if L_24_.CanSlideLock == false then
					BoltingForwardAnim()
				elseif L_24_.CanSlideLock == true then
					if L_103_ > 0 then
						BoltingForwardAnim()
					end
				end
			end)
		end

		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)
		wait(L_24_.Firerate)

		L_76_ = true
		BoltBackAnim()
		BoltForwardAnim()
		IdleAnim()
		L_76_ = false

		local L_252_ = JamCalculation()
		if L_252_ then
			L_69_ = false
		else
			L_69_ = true
		end

		Shooting = false
	end
end

function fireAuto()
	while not Shooting and L_103_ > 0 and L_68_ and L_69_ and L_15_ do
		L_69_ = false
		Recoiling = true
		--CheckReverb()
		if L_54_ then
			L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
		else
			L_59_:WaitForChild('Fire'):Play()
		end
		L_109_:FireServer()
		L_103_ = L_103_ - 1
		UpdateAmmo()
		Shooting = true
		RecoilFront = true
		L_102_ = CreateBullet(L_24_.BulletSpread)
		local L_257_, L_258_ = spawn(function()
			CastRay(L_102_)
		end)

		for L_260_forvar1, L_261_forvar2 in pairs(L_59_:GetChildren()) do
			if L_261_forvar2.Name:sub(1, 7) == "FlashFX" then
				L_261_forvar2.Enabled = true
			end
		end

		delay(1 / 30, function()
			for L_262_forvar1, L_263_forvar2 in pairs(L_59_:GetChildren()) do
				if L_263_forvar2.Name:sub(1, 7) == "FlashFX" then
					L_263_forvar2.Enabled = false
				end
			end
		end)

		if L_24_.CanBolt == true then
			BoltingBackAnim()
			delay(L_24_.Firerate / 2, function()
				if L_24_.CanSlideLock == false then
					BoltingForwardAnim()
				elseif L_24_.CanSlideLock == true then
					if L_103_ > 0 then
						BoltingForwardAnim()
					end
				end
			end)
		end

		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)
		wait(L_24_.Firerate)

		local L_259_ = JamCalculation()
		if L_259_ then
			L_69_ = false
		else
			L_69_ = true
		end

		Shooting = false
	end
end

function fireBurst()
	if not Shooting and L_103_ > 0 and L_68_ and L_15_ then
		for L_264_forvar1 = 1, L_24_.BurstNum do
			if L_103_ > 0 and L_68_ then
				L_69_ = false
				Recoiling = true
			--CheckReverb()
				if L_54_ then
					L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
				else
					L_59_:WaitForChild('Fire'):Play()
				end
				L_109_:FireServer()
				L_102_ = CreateBullet(L_24_.BulletSpread)
				local L_265_, L_266_ = spawn(function()
					CastRay(L_102_)
				end)

				for L_268_forvar1, L_269_forvar2 in pairs(L_59_:GetChildren()) do
					if L_269_forvar2.Name:sub(1, 7) == "FlashFX" then
						L_269_forvar2.Enabled = true
					end
				end

				delay(1 / 30, function()
					for L_270_forvar1, L_271_forvar2 in pairs(L_59_:GetChildren()) do
						if L_271_forvar2.Name:sub(1, 7) == "FlashFX" then
							L_271_forvar2.Enabled = false
						end
					end
				end)

				if L_24_.CanBolt == true then
					BoltingBackAnim()
					delay(L_24_.Firerate / 2, function()
						if L_24_.CanSlideLock == false then
							BoltingForwardAnim()
						elseif L_24_.CanSlideLock == true then
							if L_103_ > 0 then
								BoltingForwardAnim()
							end
						end
					end)
				end

				L_103_ = L_103_ - 1
				UpdateAmmo()
				RecoilFront = true
				delay(L_24_.Firerate / 2, function()
					Recoiling = false
					RecoilFront = false
				end)
				wait(L_24_.Firerate)

				local L_267_ = JamCalculation()
				if L_267_ then
					L_69_ = false
				else
					L_69_ = true
				end

			end
			Shooting = true
		end
		Shooting = false
	end
end

function Shoot()
	if L_15_ and L_69_ then
		if L_92_ == 1 then
			fireSemi()
		elseif L_92_ == 2 then
			fireAuto()
		elseif L_92_ == 3 then
			fireBurst()
		elseif L_92_ == 4 then
			fireBoltAction()
		elseif L_92_ == 5 then
			fireShot()
		elseif L_92_ == 6 then
			fireExplo()
		end
	end
end


Prompt: -- check that we're not accidentally colliding with an existing name

Response:
assert(ReplicatedStorage:FindFirstChild("ErrorReporting", false) == nil,
	"Error Reporter expected to create a folder named 'ErrorReporting', but something already had that name")
local errFolder = Instance.new("Folder", ReplicatedStorage)
errFolder.Name = "ErrorReporting"

local errEvent = Instance.new("RemoteEvent", errFolder)
errEvent.Name = "ClientErrorEvent"

errEvent.OnServerEvent:Connect(function(_, message, stack, origin)
	onError(message, stack, origin)
end)


Prompt:
-- For all easing functions:
-- t = elapsed time
-- b = beginning value
-- c = change in value same as: ending - beginning
-- d = duration (total time)


Prompt: ---------------------------------------Function end here.

Response:
end

Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	--Tool.Enabled = false

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

	local targetPos = humanoid.TargetPoint
	local lookAt = (targetPos - character.Head.Position).unit

if (check()) then
	fire(lookAt)
wait(0.01)
Tool.Smoke.Smoke.Enabled = true
Tool.BAR1.Transparency = 1
Tool.BAR2.Transparency = 1
Tool.BAR3.Transparency = 1
Tool.BAR4.Transparency = 1
Tool.BAR5.Transparency = 1
Tool.BAR6.Transparency = 1
Tool.BARR1.Transparency = 0
Tool.BARR2.Transparency = 0
Tool.BARR3.Transparency = 0
Tool.BARR4.Transparency = 0
Tool.BARR5.Transparency = 0
Tool.BARR6.Transparency = 0
wait(0.01)
Tool.BAR1.Transparency = 0
Tool.BAR2.Transparency = 0
Tool.BAR3.Transparency = 0
Tool.BAR4.Transparency = 0
Tool.BAR5.Transparency = 0
Tool.BAR6.Transparency = 0
Tool.BARR1.Transparency = 1
Tool.BARR2.Transparency = 1
Tool.BARR3.Transparency = 1
Tool.BARR4.Transparency = 1
Tool.BARR5.Transparency = 1
Tool.BARR6.Transparency = 1
Tool.Smoke.Smoke.Enabled = false
	onActivated()
	end
	return

	--Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)


Prompt: --("no gui found - wierd...")

Response:
end
end
end
end
end
end)


Prompt:
--made by Bertox
--lul

Response:
script.Parent.Parent.Parent.Parent.DriveSeat.Changed:connect(function()
	if script.Parent.Parent.Parent.Parent.DriveSeat.Occupant ~= nil then
		script.Parent.G.Enabled = true
	elseif script.Parent.Parent.Parent.Parent.DriveSeat.Occupant == nil then
		script.Parent.G.Enabled = false
	end
end)


Prompt: --//Sub 2\\--

Response:
uis.InputBegan:connect (function(input)
	if Surface.Enabled == true then
		if PartyS.Visible == true then
			if input.KeyCode == Enum.KeyCode.A then
				if right == 1 then
						sub.Visible = false
						sub.Party2.Visible = false
						PartyS.Visible = true
						sub.Guild2.Visible = false
						sub.Friends2.Visible = false
						MenuS.Disabled = false
						sub.LocalScript.Disabled = true

				end
			end
		end
	end
end)

uis.InputBegan:connect(function(input)
	if Surface.Enabled == true then
		if input.KeyCode == Enum.KeyCode.S then
			if down == 0 then
				sub.Party2.Visible = false
				sub.Friends2.Visible = true
				down = 1
				print(down)
			end
		end
	end
end)

uis.InputBegan:connect(function(input)
	if Surface.Enabled == true then
		if input.KeyCode == Enum.KeyCode.S then
			if down == 1 then
				sub.Friends2.Visible = false
				sub.Guild2.Visible = true
				down = 2
				print(down)
			end
		end
	end
end)

uis.InputBegan:connect(function(input)
	if Surface.Enabled == true then
		if input.KeyCode == Enum.KeyCode.W then
			if down == 2 then
				sub.Friends2.Visible = true
				sub.Guild2.Visible = false
				down = 1
				print(down)
			end
		end
	end
end)
uis.InputBegan:connect(function(input)
	if Surface.Enabled == true then
		if input.KeyCode == Enum.KeyCode.W then
			if down == 1 then
				sub.Friends2.Visible = false
				sub.Party2.Visible = true
				down = 0
				print(down)
			end
		end
	end
end)


Prompt: --> LOCAL VARIABLES

Response:
local Event = script.Parent
local NPC = false
local Person = false
local Enemy


Response:
	script.Parent.Handle2.Hinge1.Transparency = 1
	script.Parent.Handle2.Interactive1.Transparency = 1
	script.Parent.Handle2.Part1.Transparency = 1


Response:
	drop.Parent = cam
	--drop.CFrame = head.CFrame *CFrame.new(math.random(-25,25),math.random(50,75),math.random(-25,25))
	drop.CFrame = cam.CoordinateFrame *CFrame.new(math.random(-25,25),math.random(40,55),math.random(-25,25))
	drop.Anchored = false
	--print(drop.Position)
end

		--wait(.2)
end


Prompt: -- local test: any --[[ ROBLOX TODO: Unhandled node for type: TSIndexedAccessType ]] --[[ NewPlugin['test'] ]]

Response:
local function test(val)
	return typeof(val) == "table" and val["$$typeof"] == testSymbol
end
exports.test = test

local plugin: NewPlugin = { serialize = serialize, test = test }

exports.default = plugin

return exports


Prompt: --// bolekinds

Response:
script.Parent.MouseButton1Click:Connect(function()
	if game.Players.LocalPlayer.YouCash.Value >= 110 and game.Workspace["Floppa NPC"]["Floppa cube"].contract.Value == false then
		script.Parent.Parent.Parent.Ching:Play()
	else
		script.Parent.Parent.Parent.Thud:Play()
	end
end)


Prompt:
---if you want a supercharger it's simple just set the boost in to your psi - 5
--[[Turbo]]

Response:
 --TOUGEZILAMEMEBRO- 25 IS MAX
Tune.TurboPSI = 15 ---- 25 PSI is best max prefered boost//// how much pressure you're putting on your turbo
Tune.TurboPSIdle = 0.1 --- how much boost it does on Idle //// High idle Boost will increase launch but will make car roll more
Tune.BoostLag = 1.5 --- 1.5 Is as low as you can get --- Doing under 1.5 is illegal! because it will reverse into extra boost
Tune.BoostIn = 1 ---- How fast your turbo gets boost
Tune.TurboSize = 30 --- 10 is Smallest ---- 50 is as big as you can go in a street car
Tune.MisFire = true --- enable only if you have a backfire script -- Name a exhaust part inside body E1 and add fire inside to enable this
Tune.EngineSmoke = true --- just smokie stuff
Tune.BOVSound = true


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

local AvatarEditor = ReplicatedStorage.AvatarEditor
local Maid = require(AvatarEditor.Shared.Util.Maid)
local Signal = require(AvatarEditor.Shared.Util.Signal)
local Theme = require(AvatarEditor.Client.Theme)

local buttonTemplate = require(AvatarEditor.Gui.ColorTemplateToLua)()

local Class = {}
Class.__index = Class

local function fromHex(hex)
	local r, g, b = string.match(hex, "^#?(%w%w)(%w%w)(%w%w)$")
	return Color3.fromRGB(tonumber(r, 16), tonumber(g, 16), tonumber(b, 16))
end

local function toHex(color)
	return string.format("#%02X%02X%02X", color.R * 255, color.G * 255, color.B * 255)
end

local function isWearing(assets, color3)
	return toHex(assets) == toHex(color3)
end

function Class.new(frame, colorData, wearingTone)
	local self = setmetatable({}, Class)

	self.Frame = frame
	self.Wearing = wearingTone
	self.Children = {}
	self.Maid = Maid.new()
	self.Listeners = Maid.new()
	self.ItemSelected = Signal.new()

	self.Maid:GiveTask(Theme.Changed:Connect(function()
		self:Render()
	end))

	self.Maid:GiveTask(Theme:Bind(frame, "ScrollBarImageColor3", "Scrollbar"))

	for i, v in ipairs(colorData) do
		local button = buttonTemplate:Clone()
		button.BackgroundColor3 = v
		button.Wearing.Visible = isWearing(wearingTone, v)
		button.Parent = frame
		self.Children[i] = button

		self.Maid:GiveTask(Theme:Bind(button.Wearing, "ImageColor3", "Wearing"))

		self.Maid:GiveTask(button.Activated:Connect(function(inputObject)
			self.ItemSelected:Fire(i)
		end))
	end

	return self
end

function Class:Render()
	local maid = self.Listeners
	local wearingTone = self.Wearing

	maid:DoCleaning()

	for i, v in ipairs(self.Children) do
		v.Wearing.Visible = isWearing(wearingTone, v.BackgroundColor3)
	end
end

function Class:UpdateWearing(wearingTone)
	self.Wearing = wearingTone
	self:Render()
end

function Class:Destroy()
	self.Maid:Destroy()
	self.Maid = nil
	self.Listeners:Destroy()
	self.Listeners = nil
	self.Frame = nil
	self.Wearing = nil
	for i, v in ipairs(self.Children) do
		v:Destroy()
	end
	table.clear(self.Children)
	self.ItemSelected:Destroy()
	self.ItemSelected = nil
end

return Class


Prompt: --Burning Noise--

Response:
local function AttachParticleControl(source_part)

	local prtc = nil

	local function Start()
		prtc = script.DieselSmoke:clone()
		prtc.Parent = source_part
	end

	local function Update()

	end

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

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

return AttachParticleControl


Prompt:
--function ClassZombie:SetPadToOpen()
--	local PrimaryPart = self.Character.PrimaryPart
--	PrimaryPart.Touched:Connect(function(hit)
--		if hit.Name == "TurnPads" then
--			hit.Open.Value = true
--		end
--	end)
--end
--ClassZombie:WalkToWaypoint()

Response: local mod = require(script.Parent.ModuleScript)


Prompt: ---[[ Font Settings ]]

Response:
module.DefaultFont = Enum.Font.GothamSemibold
module.ChatBarFont = Enum.Font.GothamSemibold


Prompt: -- || Sochi was here || --

Response:
local Kills100 = {}
function Kills100.Kills100(input)
	local player = game.Players[input]
	local modelclone = script.Kills100:Clone()
	modelclone.Parent = player.Character
end
return Kills100


Prompt:
-- Given index intervals and input function to compare items at indexes,
-- return by output function the number of adjacent items and starting indexes
-- of each common subsequence. Divide and conquer with only linear space.
--
-- The index intervals are half open [start, end) like array slice method.
-- DO NOT CALL if start === end, because interval cannot contain common items
-- and because divide function will throw the “no overlap” error.

Response:
local function findSubsequences(
	nChange: number,
	aStart: number,
	aEnd: number,
	bStart: number,
	bEnd: number,
	transposed: boolean,
	callbacks,
	aIndexesF: Indexes, -- temporary memory, not input nor output
	aIndexesR: Indexes, -- temporary memory, not input nor output
	division: Division -- temporary memory, not input nor output
): ()
	if bEnd - bStart < aEnd - aStart then
		-- Transpose graph so it has portrait instead of landscape orientation.
		-- Always compare shorter to longer sequence for consistency and optimization.
		transposed = not transposed
		if transposed and #callbacks == 1 then
			-- Lazily wrap callback functions to swap args if graph is transposed.
			local foundSubsequence, isCommon = unpack(callbacks[1])
			callbacks[2] = {
				function(nCommon, bCommon, aCommon)
					return foundSubsequence(nCommon, aCommon, bCommon)
				end,
				function(bIndex, aIndex)
					return isCommon(aIndex, bIndex)
				end,
			}
		end

		local tStart = aStart
		local tEnd = aEnd
		aStart = bStart
		aEnd = bEnd
		bStart = tStart
		bEnd = tEnd
	end
	local foundSubsequence, isCommon = unpack(callbacks[transposed and 2 or 1])

	-- Divide the index intervals at the middle change.
	divide(nChange, aStart, aEnd, bStart, bEnd, isCommon, aIndexesF, aIndexesR, division)
	local nChangePreceding = division.nChangePreceding
	local aEndPreceding = division.aEndPreceding
	local bEndPreceding = division.bEndPreceding
	local nCommonPreceding = division.nCommonPreceding
	local aCommonPreceding = division.aCommonPreceding
	local bCommonPreceding = division.bCommonPreceding
	local nCommonFollowing = division.nCommonFollowing
	local aCommonFollowing = division.aCommonFollowing
	local bCommonFollowing = division.bCommonFollowing
	local nChangeFollowing = division.nChangeFollowing
	local aStartFollowing = division.aStartFollowing
	local bStartFollowing = division.bStartFollowing

	-- Unless either index interval is empty, they might contain common items.
	if aStart < aEndPreceding and bStart < bEndPreceding then
		-- Recursely find and return common subsequences preceding the division.
		findSubsequences(
			nChangePreceding,
			aStart,
			aEndPreceding,
			bStart,
			bEndPreceding,
			transposed,
			callbacks,
			aIndexesF,
			aIndexesR,
			division
		)
	end

	-- Return common subsequences that are adjacent to the middle change.
	if nCommonPreceding ~= 0 then
		foundSubsequence(nCommonPreceding, aCommonPreceding, bCommonPreceding)
	end
	if nCommonFollowing ~= 0 then
		foundSubsequence(nCommonFollowing, aCommonFollowing, bCommonFollowing)
	end

	-- Unless either index interval is empty, they might contain common items.
	if aStartFollowing < aEnd and bStartFollowing < bEnd then
		-- Recursely find and return common subsequences following the division.
		findSubsequences(
			nChangeFollowing,
			aStartFollowing,
			aEnd,
			bStartFollowing,
			bEnd,
			transposed,
			callbacks,
			aIndexesF,
			aIndexesR,
			division
		)
	end
end

local function validateLength(name: string, arg: any): ()
	if typeof(arg) ~= "number" then
		error(string.format("%s: %s type %s is not a number", pkg, name, type(arg)))
	end
	if not Number.isSafeInteger(arg) then
		error(string.format("%s: %s type %s is not a safe integer", pkg, name, type(arg)))
	end
	if arg < 0 then
		error(string.format("%s: %s type %s is a negative integer", pkg, name, type(arg)))
	end
end

local function validateCallback(name: string, arg: any): ()
	if typeof(arg) ~= "function" then
		error(string.format("%s: %s type %s is not a function", pkg, name, type(arg)))
	end
end


Prompt:
--[[
Applies the theme.
--]]

Response:
return function(MapModel)
	--Replace the colors.
	ReplaceColors(MapModel,BrickColor.new("Dark green"),BrickColor.new("Institutional white"))
end


Prompt: -- check for config values

Response:
local config = script:FindFirstChild(name)
if (config ~= nil) then


Response:
while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild("Torso")~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude < 5 then
					local anim = Instance.new("StringValue")
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = "toolanim"
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end


Prompt:
-- Changeable Settings
------------------------

Response:
local FlashlightKey = "F"

local brightness = 0.7

local range = 60

local shadowson = true


Prompt: -- declarations

Response:
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")

Figure.PrimaryPart = Head


Prompt:
--[[
Credits To I0IZN For Scripting It
Also Dont Change The Name Of The Model Because It Will Then Ruin The Script
Dont Group It Aswell

Also if you want more then 1 model in your game you will have to switch Flickering to Flickering1
and lights to Lights1, that 1 will keep going up for each model you have.
After that you want to go to the script and change any lines includeing this script =
game.workspace.flickering.lights
To
game.workspace.flickering1.lights1
The 1 will go up depending how much models you have
This is how the script should look

game.Workspace.Flickering1.Lights1.Light.BrickColor = BrickColor.new "Dark stone grey"
game.Workspace.Flickering1.Lights1.Bulb.PointLight.Brightness = "0"

wait(2)

game.Workspace.Flickering1.Lights1.Light.BrickColor = BrickColor.new "Daisy orange"
game.Workspace.Flickering1.Lights1.Bulb.PointLight.Brightness = "3"

if you have 2 light flickering models then its going to be

game.Workspace.Flickering2.Lights2.Light.BrickColor = BrickColor.new "Dark stone grey"
game.Workspace.Flickering2.Lights2.Bulb.PointLight.Brightness = "0"

wait(2)

game.Workspace.Flickering2.Lights2.Light.BrickColor = BrickColor.new "Daisy orange"
game.Workspace.Flickering2.Lights2.Bulb.PointLight.Brightness = "3"

and the number keeps going up by how much models you have.
--]]

Response:
for i = 1,50 do    --Set The 50 To How Much You Want It To Flicker--

wait(2) --this will adjust how much time will be between a flicker

game.Workspace.Flickering.Lights.Light.BrickColor = BrickColor.new "Dark stone grey"
game.Workspace.Flickering.Lights.Bulb.PointLight.Brightness = "0"

wait(2)

game.Workspace.Flickering.Lights.Light.BrickColor = BrickColor.new "Daisy orange"
game.Workspace.Flickering.Lights.Bulb.PointLight.Brightness = "3"

end


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

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

	local playergui = service.PlayerGui
	local localplayer = service.Players.LocalPlayer
	local scr = client.UI.Prepare(script.Parent.Parent)
	local main = scr.Main
	local t1 = main.Title
	local t2 = main.Message
	local msg = data.Message
	local color = data.Color

	local found = client.UI.Get("Output")
	if found then
		for i,v in pairs(found) do
			local p = v.Object
			if p and p.Parent then
				p.Main.Position = UDim2.new(0, 0, 0.35, p.Main.Position.Y.Offset+50)
			end
		end
	end

	t2.Text = msg
	t2.Font = "Arial"
	--t2.Position = UDim2.new(0, 0, 0.35, 0)
	gTable.Ready()
	wait(5)
	gTable.Destroy()
end


Prompt:
--[=[
	@param value: any
	@return boolean
	Returns `true` if this option contains `value`.
]=]

Response:
function Option:Contains(value)
	return self:IsSome() and self._v == value
end


Prompt: -- events

Response:
REMOTES.Chat.OnServerEvent:connect(function(player, message, scope)
	local players

	if scope == "Global" then
		players	= Players:GetPlayers()
	elseif scope == "Squad" then
		local squad	= GetSquad(player)
		if squad then
			players	= {}

			for _, p in pairs(squad:GetChildren()) do
				table.insert(players, p.Value)
			end
		end
	end

	if not cooldowns[player] then
		cooldowns[player]	= 0
	end

	cooldowns[player]	= cooldowns[player] + 1

	if cooldowns[player] <= MAX_PER_SECOND then
		if players then
			if string.gsub(message, "%s", "") ~= "" then
				local result	= TextService:FilterStringAsync(message, player.UserId)
				for _, p in pairs(players) do
					spawn(function()
						pcall(function()
							if player.Parent == Players and p.Parent == Players and Chat:CanUsersChatAsync(player.UserId, p.UserId) then
								local filtered	= result:GetChatForUserAsync(p.UserId)
								REMOTES.Chat:FireClient(p, player.Name, filtered, scope)
							end
						end)
					end)
				end
			end
		end
	else
		REMOTES.Chat:FireClient(player, "SERVER", "Woah there, you're sending messages too fast!", "Server")
	end
end)

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


Prompt: -- ALWAYS PUBLIC:

Response:
function GlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data}, ...}
	local query_list = {}
	for _, global_update in ipairs(self._updates_latest[2]) do
		if global_update[3] == false then
			local is_pending_lock = false
			if self._pending_update_lock ~= nil then
				for _, update_id in ipairs(self._pending_update_lock) do
					if global_update[1] == update_id then
						is_pending_lock = true -- Exclude global updates pending to be locked
						break
					end
				end
			end
			if is_pending_lock == false then
				table.insert(query_list, {global_update[1], global_update[4]})
			end
		end
	end
	return query_list
end

function GlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data}, ...}
	local query_list = {}
	for _, global_update in ipairs(self._updates_latest[2]) do
		if global_update[3] == true then
			local is_pending_clear = false
			if self._pending_update_clear ~= nil then
				for _, update_id in ipairs(self._pending_update_clear) do
					if global_update[1] == update_id then
						is_pending_clear = true -- Exclude global updates pending to be cleared
						break
					end
				end
			end
			if is_pending_clear == false then
				table.insert(query_list, {global_update[1], global_update[4]})
			end
		end
	end
	return query_list
end


Prompt:
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)

Response:
frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)

vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)

local vehicleDamaged = false
function checkIfVehicleIsDamaged()
	if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
		vehicleDamaged = true
		script.IsDamaged.Value = true
		vehicle.VehicleScript.Disabled = true
		vehicleSmoke.Enabled = true
		vehicle.VehicleSeat.MaxSpeed = 0
		vehicle.ExhaustPipe.Smoke.Enabled = false
		-- Break Joints
		vehicle.Wheel_BackLeft:BreakJoints()
		vehicle.Wheel_FrontLeft:BreakJoints()
		vehicle.Wheel_BackRight:BreakJoints()
		vehicle.Wheel_FrontRight:BreakJoints()
		hood:BreakJoints()
	end
end

vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)


Prompt: -- A state object whose value is derived from other objects using a callback.

Response:
export type ForPairs<KO, VO> = StateObject<{ [KO]: VO }> & Dependent & {
	-- kind: "ForPairs" (add this when Luau supports singleton types)
}


Prompt: --!strict

Response:
local makeTimerImpl = require(script.makeTimerImpl)
local makeIntervalImpl = require(script.makeIntervalImpl)
local assign = require(script.Parent.Object.assign)

export type Timeout = makeTimerImpl.Timeout
export type Interval = makeIntervalImpl.Interval

return assign({}, makeTimerImpl(task.delay), makeIntervalImpl(task.delay))


Prompt:
--[[

	CURRENT LOADER:
	https://www.roblox.com/library/2373505175/Adonis-Loader-BETA

--]]


Prompt:
---------------
--// Variables
---------------

Response:
local OceanSound = game.SoundService.Ambience.Calm_Ocean_Loop
local WoodsSound = game.SoundService.Ambience["English Forest 14 (SFX)"]
local debounce = false
local isAnimating = false


Prompt: -- Modules

Response:
local Chassis = require(Car.Scripts.Chassis)
local Effects = require(Car.Scripts.Effects)


Prompt: -- constants

Response:
local configuration = require(script.Parent.Parent.Parent.Config)
local DEBUG_HTTP = configuration.DEBUG_HTTP


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

Response:
script.Parent:WaitForChild("Humanoid").Touched:connect(function(p1, p2)
	if p1:FindFirstChild("kills") and script.Parent.Humanoid.Health > 0 and p2.Name ~= "Part" and p2.Name == "hitbox" then
		print("Killed because " .. tostring(p2) .. " touched a killing part");
		script.Parent.Humanoid.Health = 0;
	end;
end);


Prompt: -- StarterGui:SetCore() takes a few frames to set up, need to wait

Response:
wait(0.1)

local function setCoreInit()
	StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)
	StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)
end

while not pcall(function() setCoreInit() end) do
	wait(0)
end


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

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

local damage = 10

local slash_damage = 12
local lunge_damage = 25

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

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

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

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

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

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

	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
	game.Debris:AddItem(creator_tag, 1)
end

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

function lunge()
	damage = lunge_damage

	LungeSound:play()

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

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

	damage = slash_damage
end

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

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

function swordAcross()
	-- parry
end

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

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

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

	t = r.Stepped:wait()

	if (t - last_attack < 4) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

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

connection = sword.Touched:connect(blow)


Prompt:
--[[
You can choose whatever sound you like by typing "true" or else "false".
Read "README" for more informations. Coding made by Me.
--]]


Prompt: -- constants

Response: local PLAYER_DATA	= ReplicatedStorage.PlayerData


Prompt: -- Initialize the tool

Response:
local LightingTool = {

	Name = 'Lighting Tool';
	Color = BrickColor.new 'Really black';

};


Prompt: -- Setup

Response:
gradientReference.BackgroundColor3 = START_COLOR
colorGoal = END_COLOR

local tweenInfo = TweenInfo.new(TWEEN_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 1, true)
local tween = TweenService:Create(gradientReference, tweenInfo, {BackgroundColor3 = colorGoal} )

tween:Play()

tween.Completed:Connect(function()
	if gradientReference.BackgroundColor3 == END_COLOR then gradientReference.BackgroundColor3 = START_COLOR end
	tween:Play()
end)


Prompt: --[ FUNCTIONS ]--

Response:
game.Players.PlayerAdded:Connect(function(player) -- When Player Join
	player.CharacterAdded:Connect(function(chr) -- Grabs Player Character
		player.Chatted:Connect(function(msg) -- When Player Chats

			local Humanoid = chr:WaitForChild("Humanoid") -- Getting Humanoid
			local Desc = Humanoid:GetAppliedDescription() -- Getting Humanoid Description
			Desc.RightLeg = 139607718 -- Korblox Leg

			-- IF command match start --

			if msg:sub(1, Command:len()):lower() == Command:lower() then -- if msg is /e headless then
				Humanoid:ApplyDescription(Desc)
			end

			-- IF command match end --

		end)
	end)
end)


Prompt:
--[[

	tweenJoint Function Parameters:

	Object Joint - This has to be a weld with a C0 and C1 property

	CFrame newC0 - This is what the new C0 of the weld will be. You can put nil if you don't want to effect the C0

	CFrame newC1 - This is what the new C1 of the weld will be. You can put nil if you don't want to effect the C1

	function Alpha - This is an alpha function that takes an input parameter of a number between 0 and 90 and returns a number between 0 and 1.
		For example, function(X) return math.sin(math.rad(X)) end

	float Duration - This is how long the tweening takes to complete

--]]

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

local Proned2

Rendido.Changed:Connect(function()
	Stance:FireServer(Stances,Virar,Rendido.Value)
end)

Algemado.Changed:Connect(function()
	Stance:FireServer(Stances,Virar,Rendido.Value)
end)

function Stand()

	Stance:FireServer(Stances,Virar,Rendido.Value)
	TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()

	if Steady then
		Humanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value
		Humanoid.JumpPower = ServerConfig.JumpPower
		else
		if  Ferido.Value == false then
			Humanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value
			Humanoid.JumpPower = ServerConfig.JumpPower
		else
			Humanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value
			Humanoid.JumpPower = ServerConfig.JumpPower
		end
	end

	IsStanced = false
	Proned2 = Vector3.new(0,0,0)

end

function Crouch()

	Stance:FireServer(Stances,Virar,Rendido.Value)
	TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()
	Humanoid.WalkSpeed = ServerConfig.CrouchWalkSpeed * StancesPasta.Mobility.Value
	Humanoid.JumpPower = 0
	IsStanced = true
	Proned2 = Vector3.new(0,0,0)
end

function Prone()

	Stance:FireServer(Stances,Virar,Rendido.Value)
	TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()
	if Rendido.Value == true then
	Humanoid.WalkSpeed = 0
	else
	Humanoid.WalkSpeed = ServerConfig.ProneWalksSpeed * StancesPasta.Mobility.Value
	end
	Humanoid.JumpPower = 0
	IsStanced = true
	Proned2 = Vector3.new(0,0.5,0.5)
end

function Lean()

TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,0)} ):Play()
Stance:FireServer(Stances,Virar,Rendido.Value)
end

UserInputService.InputBegan:Connect(function(input, gameProcessed)
	if not gameProcessed then
		if input.KeyCode == Enum.KeyCode.C and Stances == 0 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and not Sentado then
			Stances = 1
			--CameraX = 0
			CameraY = -1
			Poses.Levantado.Visible = false
			Poses.Agaixado.Visible = true
			Poses.Deitado.Visible = false
			Crouch()

			_G.Crouched = true
		elseif input.KeyCode == Enum.KeyCode.C and Stances == 1 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and not Sentado  then
			Stances = 2
			CameraX = 0
			CameraY = -3.25
			Virar = 0
			Poses.Levantado.Visible = false
			Poses.Agaixado.Visible = false
			Poses.Deitado.Visible = true
			Poses.Esg_Right.Visible = false
			Poses.Esg_Left.Visible = false
			Lean()
			Prone()

			_G.Crouched = false
			_G.Proned = true

		elseif input.KeyCode == Enum.KeyCode.X and Stances == 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and not Sentado  then
			_G.Crouched = true
			_G.Proned = false
			Stances = 1
			--CameraX = 0
			CameraY = -1
			Poses.Levantado.Visible = false
			Poses.Agaixado.Visible = true
			Poses.Deitado.Visible = false
			Crouch()

		elseif input.KeyCode == Enum.KeyCode.X and Stances == 1 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and not Sentado  then
			_G.Crouched = false
			Stances = 0
			--CameraX = 0
			CameraY = 0
			Poses.Levantado.Visible = true
			Poses.Agaixado.Visible = false
			Poses.Deitado.Visible = false
			Stand()
		elseif input.KeyCode == Enum.KeyCode.Z and ChangeStance and Caido.Value == false and Correndo.Value == false then
				if not Steady then
				Steady = true
				Poses.Steady.Visible = true
					if Stances == 0 then
						Stand()
						Humanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value
					end
				else
				Steady = false
				Poses.Steady.Visible = false
					if Stances == 0 then
						Stand()
						Humanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value
					end
				end
		elseif input.KeyCode == Enum.KeyCode.E and Stances ~= 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and CanLean then
			if Virar == 0 or Virar == -1 then
				Virar = 1
				CameraX = 1.75
				Poses.Esg_Right.Visible = true
				Poses.Esg_Left.Visible = false
			else
				Virar = 0
				CameraX = 0
				Poses.Esg_Right.Visible = false
				Poses.Esg_Left.Visible = false
			end
			Lean()
		elseif input.KeyCode == Enum.KeyCode.Q and Stances ~= 2 and ChangeStance and Caido.Value == false and Correndo.Value == false and not _G.Lean and CanLean  then
			if Virar == 0 or Virar == 1 then
				Virar = -1
				CameraX = -1.75
				Poses.Esg_Right.Visible = false
				Poses.Esg_Left.Visible = true
			else
				Virar = 0
				CameraX = 0
				Poses.Esg_Right.Visible = false
				Poses.Esg_Left.Visible = false
			end
			Lean()
		elseif input.KeyCode == Enum.KeyCode.LeftShift and Correndo.Value == false and Ferido.Value == false and Caido.Value == false and not _G.Lean and not Sentado and not cansado then
			if Velocidade > 0 then
			ChangeStance = false
			Correndo.Value = true
			--Steady = false
			Stand()
			Stances = 0
			Virar = 0
			CameraX = 0
			CameraY = 0
			Lean()
			Poses.Levantado.Visible = true
			Poses.Agaixado.Visible = false
			Poses.Deitado.Visible = false
			Poses.Esg_Right.Visible = false
			Poses.Esg_Left.Visible = false
			Humanoid.WalkSpeed = ServerConfig.RunWalkSpeed * StancesPasta.Mobility.Value
			end
			end
		end
	end)

UserInputService.InputEnded:Connect(function(input, gameProcessed)
if not gameProcessed then
	if input.KeyCode == Enum.KeyCode.LeftShift and Correndo.Value == true and not _G.Lean then
		ChangeStance = true
		Correndo.Value = false
		if Steady then
		Humanoid.WalkSpeed = ServerConfig.SlowPaceWalkSpeed * StancesPasta.Mobility.Value
		Poses.Steady.Visible = true
		else
		Humanoid.WalkSpeed = ServerConfig.NormalWalkSpeed * StancesPasta.Mobility.Value
		Poses.Steady.Visible = false
		end
		end
	end
end)

Stand()

Humanoid.Died:Connect(function()
	TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play()
	ChangeStance = false
	Main.Visible = false
end)

Humanoid.Seated:Connect(function(IsSeated, Seat)

	if IsSeated  then
		Sentado = true
		Stand()
		Stances = 0
		Virar = 0
		CameraX = 0
		CameraY = 0
		Lean()
		Poses.Levantado.Visible = true
		Poses.Agaixado.Visible = false
		Poses.Deitado.Visible = false
		Poses.Esg_Right.Visible = false
		Poses.Esg_Left.Visible = false

		if Seat:IsA("VehicleSeat") then
			CanLean = false
		end

	else
		Sentado = false
		CanLean = true
	end
end)

Humanoid.Running:Connect(function(Speed)


Prompt: -- player removing event

Response:
players.PlayerRemoving:connect(function(leaving)
	adjust(leaving.Name)
end)


Prompt: -------------------Speed Controls ( Up/down/Forward/Backward)-------------------

Response:
				if(key == "d")  and (faster == false) and (slower == false) and (Spd_keep == true) and ( on == true) then
					local val = plane.Engine:findFirstChild("Speed")
					faster = true
					while faster do
						if(val.Value < minspeed) or (val.Value > maxv) then return end
						if(val.Value == maxv) then faster = false end
						val.Value = val.Value +1
						wait()
						end

				elseif(key == "a")  and (faster == false)  and ( on==true) and (Spd_keep == true) then
				if(on == false) or (plane.Engine:findFirstChild("Speed") == nil) then return end
					if(slower == false) and (faster == false) then
						local val = plane.Engine:findFirstChild("Speed")
						slower = true
						while slower do
						if(val.Value >=minspeed) then
						val.Value = val.Value -1
						elseif(val.Value < minspeed) then
						val.Value = minspeed
						slower = false
						end
						wait()
						end
				end
					end

			--Below u can see 2 if's these are if the Vert_keep value is set to true
				if(key == "s")  and planedebounce == false and on == true then
				local val = plane.Engine:findFirstChild("VerticalSpeed")
				if(val == nil) then return end
					downer = true
					uper = false
					while downer do
					if(val.Value == -20) then downer = false break end
					if(downer==false) then break end
					val.Value = val.Value  -1
					wait(.1)
					end
				end

				if(key == "w")  and planedebounce == false and on == true then
				local val = plane.Engine:findFirstChild("VerticalSpeed")
				if(val == nil) then return end
					uper = true
					downer = false
					while uper==true do
					if(uper == false) then break end
					if(val.Value >= 20) then
						uper = false

					end
					val.Value = val.Value +1

					wait(.1)
						end
				end

	--[[	if(string.byte(key) == 20) and (on == true) then
			local engine = plane.Engine
			local bg = engine.BodyGyro
				sideleft = true
				while sideleft do
				sideway = 20
				wait(.1)
			end
		end

		if(string.byte(key) == 19) and (on == true) then
			local engine = plane.Engine
			local bg = engine.BodyGyro
				sideright = true
				while sideright do
				sideway = -20
				wait(.1)
			end
		end 	]]--

		if(string.byte(key) == 23) and on then
			local engine = plane.Engine
			local spd = engine.Speed
			if(spd.Value < 0) then
			while spd.Value ~= 0 do
				spd.Value = spd.Value +1
			wait(.1)
			end
			elseif(spd.Value > 0) then
			while spd.Value ~= 0 do
					spd.Value = spd.Value -1
			wait(.1)
			end
			elseif(spd.Value == 0) then spd.Value = 0
			return
			end
		end


Prompt: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -1.5
	Tune.RCamber		= -1.5
	Tune.FToe			= 0.1
	Tune.RToe			= 0.1


Prompt: -- PRIVATE METHODS

Response:
function IconController:_updateSelectionGroup(clearAll)
	if IconController._navigationEnabled then
		guiService:RemoveSelectionGroup("TopbarPlusIcons")
	end
	if clearAll then
		guiService.CoreGuiNavigationEnabled = IconController._originalCoreGuiNavigationEnabled
		guiService.GuiNavigationEnabled = IconController._originalGuiNavigationEnabled
		IconController._navigationEnabled = nil
	elseif IconController.controllerModeEnabled then
		local icons = IconController.getIcons()
		local iconContainers = {}
		for i, otherIcon in pairs(icons) do
			local featureName = otherIcon.joinedFeatureName
			if not featureName or otherIcon._parentIcon[otherIcon.joinedFeatureName.."Open"] == true then
				table.insert(iconContainers, otherIcon.instances.iconButton)
			end
		end
		guiService:AddSelectionTuple("TopbarPlusIcons", table.unpack(iconContainers))
		if not IconController._navigationEnabled then
			IconController._originalCoreGuiNavigationEnabled = guiService.CoreGuiNavigationEnabled
			IconController._originalGuiNavigationEnabled = guiService.GuiNavigationEnabled
			guiService.CoreGuiNavigationEnabled = false
			guiService.GuiNavigationEnabled = true
			IconController._navigationEnabled = true
		end
	end
end

local function getScaleMultiplier()
	if guiService:IsTenFootInterface() then
		return 3
	else
		return 1.3
	end
end

function IconController._setControllerSelectedObject(object)
	local startId = (IconController._controllerSetCount and IconController._controllerSetCount + 1) or 0
	IconController._controllerSetCount = startId
	guiService.SelectedObject = object
	delay(0.1, function() -- blame the roblox guiservice its a piece of doo doo
		local finalId = IconController._controllerSetCount
		if startId == finalId then
			guiService.SelectedObject = object
		end
	end)
end

function IconController._enableControllerMode(bool)
	local indicator = TopbarPlusGui.Indicator
	local controllerOptionIcon = IconController.getIcon("_TopbarControllerOption")
	if IconController.controllerModeEnabled == bool then
		return
	end
	IconController.controllerModeEnabled = bool
	if bool then
		TopbarPlusGui.TopbarContainer.Position = UDim2.new(0,0,0,5)
		TopbarPlusGui.TopbarContainer.Visible = false
		local scaleMultiplier = getScaleMultiplier()
		indicator.Position = UDim2.new(0.5,0,0,5)
		indicator.Size = UDim2.new(0, 18*scaleMultiplier, 0, 18*scaleMultiplier)
		indicator.Image = "rbxassetid://5278151556"
		indicator.Visible = checkTopbarEnabledAccountingForMimic()
		indicator.Position = UDim2.new(0.5,0,0,5)
	else
		TopbarPlusGui.TopbarContainer.Position = UDim2.new(0,0,0,0)
		TopbarPlusGui.TopbarContainer.Visible = checkTopbarEnabledAccountingForMimic()
		indicator.Visible = false
		IconController._setControllerSelectedObject(nil)
	end
	for icon, _ in pairs(topbarIcons) do
		IconController._enableControllerModeForIcon(icon, bool)
	end
end

function IconController._enableControllerModeForIcon(icon, bool)
	local parentIcon = icon._parentIcon
	local featureName = icon.joinedFeatureName
	if parentIcon then
		icon:leave()
	end
	if bool then
		local scaleMultiplier = getScaleMultiplier()
		local currentSizeDeselected = icon:get("iconSize", "deselected")
		local currentSizeSelected = icon:get("iconSize", "selected")
		local currentSizeHovering = icon:getHovering("iconSize")
		icon:set("iconSize", UDim2.new(0, currentSizeDeselected.X.Offset*scaleMultiplier, 0, currentSizeDeselected.Y.Offset*scaleMultiplier), "deselected", "controllerMode")
		icon:set("iconSize", UDim2.new(0, currentSizeSelected.X.Offset*scaleMultiplier, 0, currentSizeSelected.Y.Offset*scaleMultiplier), "selected", "controllerMode")
		if currentSizeHovering then
			icon:set("iconSize", UDim2.new(0, currentSizeSelected.X.Offset*scaleMultiplier, 0, currentSizeSelected.Y.Offset*scaleMultiplier), "hovering", "controllerMode")
		end
		icon:set("alignment", "mid", "deselected", "controllerMode")
		icon:set("alignment", "mid", "selected", "controllerMode")
	else
		local states = {"deselected", "selected", "hovering"}
		for _, iconState in pairs(states) do
			local _, previousAlignment = icon:get("alignment", iconState, "controllerMode")
			if previousAlignment then
				icon:set("alignment", previousAlignment, iconState)
			end
			local currentSize, previousSize = icon:get("iconSize", iconState, "controllerMode")
			if previousSize then
				icon:set("iconSize", previousSize, iconState)
			end
		end
	end
	if parentIcon then
		icon:join(parentIcon, featureName)
	end
end

local createdFakeHealthbarIcon = false
function IconController.setupHealthbar()

	if createdFakeHealthbarIcon then
		return
	end
	createdFakeHealthbarIcon = true

	-- Create a fake healthbar icon to mimic the core health gui
	task.defer(function()
		runService.Heartbeat:Wait()
		local Icon = require(script.Parent)

		Icon.new()
			:setProperty("internalIcon", true)
			:setName("_FakeHealthbar")
			:setRight()
			:setOrder(-420)
			:setSize(80, 32)
			:lock()
			:set("iconBackgroundTransparency", 1)
			:give(function(icon)

				local healthContainer = Instance.new("Frame")
				healthContainer.Name = "HealthContainer"
				healthContainer.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
				healthContainer.BorderSizePixel = 0
				healthContainer.AnchorPoint = Vector2.new(0, 0.5)
				healthContainer.Position = UDim2.new(0, 0, 0.5, 0)
				healthContainer.Size = UDim2.new(1, 0, 0.2, 0)
				healthContainer.Visible = true
				healthContainer.ZIndex = 11
				healthContainer.Parent = icon.instances.iconButton

				local corner = Instance.new("UICorner")
				corner.CornerRadius = UDim.new(1, 0)
				corner.Parent = healthContainer

				local healthFrame = healthContainer:Clone()
				healthFrame.Name = "HealthFrame"
				healthFrame.BackgroundColor3 = Color3.fromRGB(167, 167, 167)
				healthFrame.BorderSizePixel = 0
				healthFrame.AnchorPoint = Vector2.new(0.5, 0.5)
				healthFrame.Position = UDim2.new(0.5, 0, 0.5, 0)
				healthFrame.Size = UDim2.new(1, -2, 1, -2)
				healthFrame.Visible = true
				healthFrame.ZIndex = 12
				healthFrame.Parent = healthContainer

				local healthBar = healthFrame:Clone()
				healthBar.Name = "HealthBar"
				healthBar.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
				healthBar.BorderSizePixel = 0
				healthBar.AnchorPoint = Vector2.new(0, 0.5)
				healthBar.Position = UDim2.new(0, 0, 0.5, 0)
				healthBar.Size = UDim2.new(0.5, 0, 1, 0)
				healthBar.Visible = true
				healthBar.ZIndex = 13
				healthBar.Parent = healthFrame

				local START_HEALTHBAR_COLOR = Color3.fromRGB(27, 252, 107)
				local MID_HEALTHBAR_COLOR = Color3.fromRGB(250, 235, 0)
				local END_HEALTHBAR_COLOR = Color3.fromRGB(255, 28, 0)

				local function powColor3(color, pow)
					return Color3.new(
						math.pow(color.R, pow),
						math.pow(color.G, pow),
						math.pow(color.B, pow)
					)
				end

				local function lerpColor(colorA, colorB, frac, gamma)
					gamma = gamma or 2.0
					local CA = powColor3(colorA, gamma)
					local CB = powColor3(colorB, gamma)
					return powColor3(CA:Lerp(CB, frac), 1/gamma)
				end

				local firstTimeEnabling = true
				local function listenToHealth(character)
					if not character then
						return
					end
					local humanoid = character:WaitForChild("Humanoid", 10)
					if not humanoid then
						return
					end

					local function updateHealthBar()
						local realHealthbarEnabled = starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Health)
						local healthInterval = humanoid.Health / humanoid.MaxHealth
						if healthInterval == 1 or IconController.healthbarDisabled or (firstTimeEnabling and realHealthbarEnabled == false) then
							if icon.enabled then
								icon:setEnabled(false)
							end
							return
						elseif healthInterval < 1 then
							if not icon.enabled then
								icon:setEnabled(true)
							end
							firstTimeEnabling = false
							if realHealthbarEnabled then
								starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false)
							end
						end
						local startInterval = 0.9
						local endInterval = 0.1
						local m = 1/(startInterval - endInterval)
						local c = -m*endInterval
						local colorIntervalAbsolute = (m*healthInterval) + c
						local colorInterval = (colorIntervalAbsolute > 1 and 1) or (colorIntervalAbsolute < 0 and 0) or colorIntervalAbsolute
						local firstColor = (healthInterval > 0.5 and START_HEALTHBAR_COLOR) or MID_HEALTHBAR_COLOR
						local lastColor = (healthInterval > 0.5 and MID_HEALTHBAR_COLOR) or END_HEALTHBAR_COLOR
						local doubleSubtractor = (1-colorInterval)*2
						local modifiedColorInterval = (healthInterval > 0.5 and (1-doubleSubtractor)) or (2-doubleSubtractor)
						local newHealthFillColor = lerpColor(lastColor, firstColor, modifiedColorInterval)
						local newHealthFillSize = UDim2.new(healthInterval, 0, 1, 0)
						healthBar.BackgroundColor3 = newHealthFillColor
						healthBar.Size = newHealthFillSize
					end

					humanoid.HealthChanged:Connect(updateHealthBar)
					IconController.healthbarDisabledSignal:Connect(updateHealthBar)
					updateHealthBar()
				end
				localPlayer.CharacterAdded:Connect(function(character)
					listenToHealth(character)
				end)
				task.spawn(listenToHealth, localPlayer.Character)
			end)
	end)
end


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

Response:
module.BubbleChatEnabled = PlayersService.BubbleChat
module.ClassicChatEnabled = PlayersService.ClassicChat


Prompt: -- Waits for the child of the specified parent

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

local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local Debounce = false

local TouchConnection

function OnTouched(hit)
	local humanoid = hit.Parent:findFirstChild('Humanoid')
	if Debounce == false then
		Debounce = true
		if humanoid then
			Handle.Splat:Play()
		else
		end
	end
	wait(0.5)
	Debounce = false
end

Tool.Equipped:connect(function()
	TouchConnection = Handle.Touched:connect(OnTouched)
end)

Tool.Unequipped:connect(function()
	if TouchConnection then
		TouchConnection:disconnect()
		TouchConnection = nil
	end
end)


Prompt:
--[=[
	@function Burn
	@within Blend

	@param background Color3 -- The background colour.
	@param foreground Color3 -- The foreground colour.
	@return Color3 -- The resulting colour.
]=]

Response:
return PrepFilter("Burn", function(background: number, foreground: number): number
	local bg = clamp(background * 255, 0, 255)
	local fg = foreground * 255

	return (bg == 0) and bg or max(0, (255 - lshift((255 - fg), 8) / bg))
end)


Prompt: ------------------------------------------------------------------------------------Raycasting functions

Response:
function cross(vector1, vector2)
	return Vector3.new(vector1.y * vector2.z - vector2.y * vector1.z, vector1.z * vector2.x - vector1.x * vector2.z, vector1.x * vector2.y - vector2.x * vector1.y)
end
function dot(vector1, vector2)
	return (vector1.x * vector2.x + vector1.y * vector2.y + vector1.z * vector2.z)
end
function getLineSphereCollide(linePoint1, lineVector, sphereCenter, radius)
	local a = lineVector.x * lineVector.x + lineVector.y * lineVector.y + lineVector.z * lineVector.z
	local b = lineVector.x * (linePoint1.x - sphereCenter.x) + lineVector.y * (linePoint1.y - sphereCenter.y) + lineVector.z * (linePoint1.z - sphereCenter.z)
	local c = (linePoint1.x - sphereCenter.x) * (linePoint1.x - sphereCenter.x) + (linePoint1.y - sphereCenter.y) * (linePoint1.y - sphereCenter.y) + (linePoint1.z - sphereCenter.z) * (linePoint1.z - sphereCenter.z) - radius * radius
	if (a > 0) and (b * b >= a * c) then
		local diff = math.sqrt(b * b - a * c)
		return ((-b - diff) / a), ((diff - b) / a)
	else
		return -1, -1
	end
end


Prompt: -- ScreenGui containing the game

Response: local InteractionGui = script.Parent


Prompt: --Objects

Response:
local Remotes = game.ReplicatedStorage.VehicleSeatingModule
local ButtonGui = script:WaitForChild("ButtonGui")
local ButtonImage = ButtonGui:WaitForChild("KeyboardImage")
local RingSprite = ButtonGui:WaitForChild("Ring")


Prompt:
--[[**
	ensures Lua primitive table type

	@param value The value to check against

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

Response: t.table = primitive("table")


Prompt: --[[ PRIVATE FUNCTIONS ]]

Response:
--
local function declareError(self, errorType)
	self._lastError = errorType
	self._events.Error:Fire(errorType)
end


Prompt: --------------------[ CAMERA STEADYING FUNCTIONS ]------------------------------------

Response:
function SteadyCamera()
	Gui_Clone.Scope.Steady.Text = "Steadying..."
	Gui_Clone.Scope.Steady.TextColor3 = Color3.new(1, 1, 0)
	CameraSteady = true
	local OriginalSway = CameraSway
	for X = 0, 90, 1.5 / 0.6 do
		if (not Run_Key_Pressed) then break end
		local Alpha = SIN(RAD(X))
		CameraSway = NumLerp(OriginalSway, 0, Alpha)
		RS:wait()
	end
	while Run_Key_Pressed and Aimed do
		if CurrentSteadyTime > 0 then
			local NewSteadyTime = CurrentSteadyTime - 1
			CurrentSteadyTime = (NewSteadyTime < 0 and 0 or NewSteadyTime)
			CameraSway = 0
		elseif CurrentSteadyTime == 0 then
			break
		end
		RS:wait()
	end
	CameraSteady = false
	spawn(function()
		for X = 0, 90, 1.5 / 0.2 do
			local Alpha = math.log10(X) / math.log10(90)
			CameraSway = NumLerp(0, 3, Alpha)
			RS:wait()
		end
		for X = 0, 90, 1.5 / S.ScopeSteadyTime do
			if CameraSteady then break end
			local Alpha = SIN(RAD(X))
			CameraSway = NumLerp(3, 1, Alpha)
			RS:wait()
		end
	end)
	RetakeBreath()
end

function RetakeBreath()
	local Steady = Gui_Clone.Scope.Steady
	Steady.Text = "Re-taking Breath"
	Steady.TextColor3 = Color3.new(1, 0, 0)
	TakingBreath = true
	while TakingBreath do
		if CurrentSteadyTime < MaxSteadyTime then
			local NewSteadyTime = CurrentSteadyTime + (S.ScopeSteadyTime / S.SteadyCooldownTime)
			CurrentSteadyTime = (NewSteadyTime > MaxSteadyTime and MaxSteadyTime or NewSteadyTime)
		elseif CurrentSteadyTime >= MaxSteadyTime then
			break
		end
		RS:wait()
	end
	if TakingBreath then
		Steady.Text = "Hold "..ConvertKey(S.ScopeSteadyKey).." to Steady"
		Steady.TextColor3 = Color3.new(1, 1, 0)
		TakingBreath = false
	end
end


Prompt:
--[[
	Fired when state is left
]]

Response:
function Transitions.onLeavePostGame(stateMachine, event, from, to, playerComponent)
	PlayerPostGame.leave(stateMachine, playerComponent)
end

return Transitions


Prompt: --// Ammo Settings

Response:
	Ammo = 12;
	StoredAmmo = 12;
	MagCount = math.huge; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = 0;