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

Response:
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 }
},
dance1 = {
{ id = "http://www.roblox.com/asset/?id=182435998", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491037", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491065", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=182436842", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491248", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491277", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=182436935", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491368", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491423", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 }
},
}
local dances = {"dance1", "dance2", "dance3"}


Prompt: function onJumpin

Response:
g()

	isSeated = false

	pose = "Jumping"

end


Prompt: -- loop

Response:
while true do
	wait(0.1)
	if tick() - lastDamage > 15 then
		ARMOR.Value	= math.min(ARMOR.Value + 1, SLOTS.Value * SLOT_SIZE)
	end
end


Prompt: -- Handles behaviours

Response:
local function characterTouchedBrick(partTouched)
	local behaviours = partTouched:FindFirstChild("Behaviours")
	if behaviours ~= nil then
		behaviours = behaviours:GetChildren()
		for i = 1, #behaviours do
			if behaviours[i].Value == true then
				game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour:FireServer(player.Character, partTouched, behaviours[i].Name)
			end
		end
	end
end

function characterAdded(newCharacter)
	local humanoid = newCharacter:WaitForChild("Humanoid")
	humanoid.WalkSpeed = 0
	humanoid.Touched:connect(characterTouchedBrick)

	local splashScreen = player.PlayerGui:WaitForChild("StartScreen")

	if UserInputService.TouchEnabled == false then
		if UserInputService.GamepadEnabled then
			splashScreen.StartInstructions.StartLabel.Text = "Press Space or Gamepad A Button to Start"
		else
			splashScreen.StartInstructions.StartLabel.Text = "Press Space to Start"
		end

	end
	if reviving == true then
		reviving = false
		splashScreen:Destroy()
		humanoid.WalkSpeed = characterWalkSpeed
	end

	humanoid.WalkSpeed = 0
end
player.CharacterAdded:connect(characterAdded)

if player.Character then
	characterAdded(player.Character)
end

function checkReviving(addedGui)
	if addedGui.Name == "RevivingGUI" then
		reviving = true
	end
end
player.PlayerGui.ChildAdded:connect(checkReviving)

if UserInputService.TouchEnabled then
	UserInputService.ModalEnabled = true
	UserInputService.TouchStarted:connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent == false then doJump = true end end)
	UserInputService.TouchEnded:connect(function() doJump = false end)
else
	ContextActionService:BindAction("Jump", function(action, userInputState, inputObject) doJump = (userInputState == Enum.UserInputState.Begin) end, false, Enum.KeyCode.Space, Enum.KeyCode.ButtonA)
end

game:GetService("RunService").RenderStepped:connect(function()
	if player.Character ~= nil then
		if player.Character:FindFirstChild("Humanoid") then
			if doJump == true then
				jump()
			end
			player.Character.Humanoid:Move(Vector3.new(0,0,-1), false)
		end
	end
end)


Prompt: -- Roact

Response:
local new = Roact.createElement
local ToolList = require(script:WaitForChild('ToolList'))
local SelectionPane = require(script:WaitForChild('SelectionPane'))
local AboutPane = require(script:WaitForChild('AboutPane'))


Prompt:
--[[
	This LocalScript is designed to simply listen for errors,
	 then report them back to the server so that the ErrorReporter can handle them.
]]


Prompt: --Make New Model For Rays If Enabled

Response:
if makeRays then
	m = Instance.new("Model");
	m.Name = "Rays";
	m.Parent = workspace;
end


Prompt: -- Now we set the caster values.

Response: local Caster = FastCast.new() --Create a new caster object.


Prompt:
--[[
	Sets up the EmoteManager for the given player.
]]

Response:
local function setupEmoteManager(player)
	local humanoid = player.Character:WaitForChild("Humanoid")
	local humanoidDescription = humanoid:WaitForChild("HumanoidDescription")
	emoteManager:setup(player, humanoidDescription)

	local connection
	connection = humanoid.Died:Connect(function()
		stopEmote(player)
		player.CharacterAdded:Wait()
		setupEmoteManager(player)
		connection:Disconnect()
	end)
end

local function onPlayerAdded(player)
	if not player.Character then
		player.CharacterAdded:Wait()
	end
	loadEmoteAssets()
	setupEmoteManager(player)
end

local function onPlayerRemoving(player)
	stopEmote(player)

	emoteManager:cleanup(player.UserId)
end

local function onChangeEmoteLock(player, emoteName, isLocked)
	assert(onChangeEmoteLockCheck(emoteName, isLocked))

	emoteManager:setEmoteIsLockedForPlayer(player, emoteName, isLocked)
end

emotePlayed.OnServerEvent:Connect(startEmote)
emoteStopped.OnServerEvent:Connect(stopEmote)
changeEmoteLock.OnServerEvent:Connect(onChangeEmoteLock)

Players.PlayerAdded:Connect(onPlayerAdded)
Players.PlayerRemoving:Connect(onPlayerRemoving)

loadEmoteAssets()


Prompt: -- This parameter determines how long the effects heartbeat loop keeps running after the driver exits

Response:
local EFFECTS_GRACE_PERIOD = 0.5

local Effects = {}
Effects.__index = Effects

function Effects.new(chassis, effectsFolder, topModel)
	local self = setmetatable({},Effects)

	self.ignore = topModel

	self.base = chassis:FindFirstChild("FloorPanel")
	self.attachmentContainer = self.base

	local suspensions = {}
	table.insert(suspensions, chassis:FindFirstChild("SuspensionFL"))
	table.insert(suspensions, chassis:FindFirstChild("SuspensionFR"))
	table.insert(suspensions, chassis:FindFirstChild("SuspensionRL"))
	table.insert(suspensions, chassis:FindFirstChild("SuspensionRR"))

	local function createWheelData(wheelPart)
		local attCenter = Instance.new("Attachment")
		attCenter.Name = "EffectsCenter"
		attCenter.Parent = self.attachmentContainer

		local attRight = Instance.new("Attachment")
		attRight.Name = "EffectsR"
		attRight.Parent = self.attachmentContainer

		local attLeft = Instance.new("Attachment")
		attLeft.Name = "EffectsL"
		attLeft.Parent = self.attachmentContainer

		local trail = nil
		local trailPrototype = effectsFolder:FindFirstChild("TireTrail")
		if trailPrototype and trailPrototype:IsA("Trail") then
			trail = trailPrototype:Clone()
			trail.Parent = self.attachmentContainer
			trail.Attachment0 = attLeft
			trail.Attachment1 = attRight
		end

		local wheelData = {
			wheel = wheelPart,
			attCenter = attCenter,
			attRight = attRight,
			attLeft = attLeft,
			trail = trail,
			lastContact = 0,
		}

		return wheelData
	end

	self.wheels = {}
	for _, suspension in ipairs(suspensions) do
		local wheelPart = suspension:FindFirstChild("Wheel")
		if wheelPart then
			table.insert(self.wheels, createWheelData(wheelPart))
		end
	end

	if #self.wheels == 0 then -- probably two-wheeler
		local children = chassis:GetChildren()
		for i = 1, #children do
			if children[i].Name == "Wheel" then
				table.insert(self.wheels, createWheelData(children[i]))
			end
		end
	end

	local engineSound = effectsFolder:FindFirstChild("Engine")
	if engineSound then
		self.engineSound = engineSound:Clone()
		self.engineSound.Parent = chassis.PrimaryPart
		self.engineSoundBaseVolume = engineSound.Volume
	end

	local idleSound = effectsFolder:FindFirstChild("Idle")
	if idleSound then
		self.idleSound = idleSound:Clone()
		self.idleSound.Parent = chassis.PrimaryPart
		self.idleSoundBaseVolume = idleSound.Volume
	end

	local ignitionSound = effectsFolder:FindFirstChild("EngineStart")
	if ignitionSound then
		self.ignitionSound = ignitionSound:Clone()
		self.ignitionSound.Parent = chassis.PrimaryPart
	end

	local stopSound = effectsFolder:FindFirstChild("EngineStop")
	if stopSound then
		self.stopSound = stopSound:Clone()
		self.stopSound.Parent = chassis.PrimaryPart
	end

	self.igniting = false
	self.throttle = 0
	self.slideSpeed = 0
	self.gear = 1
	self.disableTime = 0
	self.active = false

	return self
end

function Effects:Enable()
	print("Effects script enabled on", RunService:IsClient() and "Client" or "Server")
	self.active = true
	if #self.wheels > 0 then
		self.disableTime = 0
		if self.heartbeatConn then
			self.heartbeatConn:Disconnect()
		end
		self.heartbeatConn = RunService.Heartbeat:Connect(function(dt)
			self:OnHeartbeat(dt)
		end)

		if self.ignitionSound and not self.igniting then
			self.igniting = true
			coroutine.wrap(function()
				if EngineSoundEnabled then
					self.ignitionSound:Play()
					self.ignitionSound.Ended:Wait()
					if self.active then
						self.idleSound:Play()
						self.engineSound:Play()
					end
				end
				self.igniting = false
			end)()
		end
	end
end

function Effects:DisableInternal()
	self.active = false
	if self.heartbeatConn then
		self.heartbeatConn:Disconnect()
	end
	self.heartbeatConn = nil

	-- Disable sounds
	if self.engineSound then self.engineSound:Stop() end
	if self.idleSound then self.idleSound:Stop() end
	if self.stopSound then self.stopSound:Play() end

	if #self.wheels > 0 then

		for _,wheelData in ipairs(self.wheels) do
			wheelData.trail.Enabled = false
		end
	end

	self.disableTime = 0
end

function Effects:Disable()
	-- Request effects to be disabled soon (upon driver exiting vehicle)
	if self.disableTime == 0 then
		self.disableTime = tick() + EFFECTS_GRACE_PERIOD
	end
end

local function GearRatio(num)
	return 0.014 * (32/Workspace.Gravity)^0.5 / (0.2 * num + 0.08)
end

local function getEngineSpeed(self, dt)
	return math.abs(self.base.CFrame:vectorToObjectSpace(self.base.Velocity).Z)
end

function Effects:OnHeartbeat(dt)
	if self.disableTime > 0 and tick() > self.disableTime then
		self:DisableInternal()
		return
	end

	if TireTrailEnabled then
		for _, wheelData in ipairs(self.wheels) do

			local wheel = wheelData.wheel

			-- This 'sort-of' calculates whether the wheel is grounded.
			for _, basePart in ipairs(wheel:GetTouchingParts()) do
				if not basePart:IsDescendantOf(self.ignore) then
					wheelData.lastContact = tick()
					break
				end
			end

			if tick() - wheelData.lastContact <= SLIDE_DEBOUNCE then

				local radius = wheel.Size.Y / 2
				local width = wheel.Size.X / 2

				local wheelLeftCFrame = wheel.CFrame * CFrame.new(width, 0, 0) - Vector3.new(0, radius - SLIDE_MARK_OFFSET, 0)
				local wheelRightCFrame = wheel.CFrame * CFrame.new(-width, 0, 0) - Vector3.new(0, radius - SLIDE_MARK_OFFSET, 0)

				wheelData.attRight.WorldPosition = wheelRightCFrame.p
				wheelData.attLeft.WorldPosition =  wheelLeftCFrame.p

				-- RotationalVelocity: Speed at the edge of the wheel from it rotating
				-- HorizontalVelocity: Speed the wheel is actually moving at
				-- SlideSpeed: The speed at which the wheel is sliding relative to its rotational velocity
				local rotationalVelocity = radius * (self.base.CFrame:VectorToObjectSpace(wheel.RotVelocity)).X
				local horizontalVelocity = self.base.CFrame:VectorToObjectSpace(wheel.Velocity).Z
				local slideSpeed = math.abs(rotationalVelocity - horizontalVelocity)

				local slipValue = slideSpeed / math.abs(rotationalVelocity)
				local sliding = slipValue >= SLIDE_THRESHOLD

				wheelData.trail.Enabled = sliding

			else
				wheelData.trail.Enabled = false
			end

		end
	end

	--Engine Sounds
	if EngineSoundEnabled and not self.igniting then
		if self.engineSound then

			local engineSpeed = getEngineSpeed(self, dt)
			local rawPitch = engineSpeed * GearRatio(self.gear + PITCH_GEAR_MODIFIER)
			if rawPitch > PITCH_SHIFT_UP then
				self.gear = self.gear + 1
			elseif rawPitch < PITCH_SHIFT_DOWN and self.gear > 1 then
				self.gear = self.gear - 1
			end

			local targetPitch = rawPitch * PITCH_MODIFIER
			local pitchMaxDelta = PITCH_MAX_DELTA * dt
			local pitch = self.engineSound.PlaybackSpeed + math.clamp(targetPitch - self.engineSound.PlaybackSpeed, -pitchMaxDelta, pitchMaxDelta)
			local engineVolume = math.min(targetPitch >= 0.6 and 1 or targetPitch / 0.6, 1)

			self.engineSound.PlaybackSpeed = math.max(pitch, 0.5)
			self.engineSound.Volume = self.engineSoundBaseVolume * engineVolume
			self.idleSound.Volume = self.idleSoundBaseVolume * (1 - engineVolume)

		end
	end

end

return Effects


Prompt: --!strict

Response:
local proxy = require(script.Parent.proxy)
local strtod = require(script.Parent.strtod)
local DecimalToDoubleConverter = { }


Prompt: -- ModuleScripts

Response: local WaypointPath = require(script.WaypointPath)


Prompt: --EFFECT

Response:
print("Worked")
sizey = 0
for i = 1, 50 do
sizey = sizey + 20
script.Parent.Size = Vector3.new(10,sizey,10)
wait(.0005)
end
script.Parent.BrickColor = BrickColor.new("New Yeller")
wait(1)
trans = 0
for i = 1, 50 do
trans = trans - 0.05
script.Parent.Transparency = script.Parent.Transparency - trans
wait(.5)
end
script.Parent:Destroy()


Prompt: --[[Run]]

Response:
	--Print Version
	local ver=require(car["A-Chassis Tune"].README)
	print("//INSPARE: AC6 Loaded - Build "..ver)

	--Runtime Loops

	-- ~60 c/s
	game["Run Service"].Stepped:connect(function()
		--Steering
		Steering()

		--RPM
		RPM()

		--Power
		Engine()

		--Update External Values
		_IsOn = script.Parent.IsOn.Value
		_InControls = script.Parent.ControlsOpen.Value
		script.Parent.Values.Gear.Value = _CGear
		script.Parent.Values.RPM.Value = _RPM
		script.Parent.Values.Horsepower.Value = _HP
		script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
		script.Parent.Values.TransmissionMode.Value = _TMode
		script.Parent.Values.Throttle.Value = _GThrot
		script.Parent.Values.Brake.Value = _GBrake
		script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
		script.Parent.Values.SteerT.Value = _GSteerT
		script.Parent.Values.PBrake.Value = _PBrake
		script.Parent.Values.TCS.Value = _TCS
		script.Parent.Values.TCSActive.Value = _TCSActive
		script.Parent.Values.ABS.Value = _ABS
		script.Parent.Values.ABSActive.Value = _ABSActive
		script.Parent.Values.MouseSteerOn.Value = _MSteer
		script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
	end)
	--Bertox part
	local UNITS	= {{units = "MPH" ,scaling = (10/12) * (60/88) ,maxSpeed = 230,spInc = 20,}}
	local busyPart = nil
	local busyPart2 = nil
	local SpeedDistance = 0
	local AEBActive = false
	local BSMLeft = false
	local BSMRight = false
	local AEBBrake = 0
	local AEBFull = false
	local ACCEnabled = false
	local ACCOriginalSpeed = 75
	local ACCSpeed = ACCOriginalSpeed
	local ACCStop = false
	local bsmbusyPart = nil
	script.Parent.CruiseControl.Set.MouseButton1Down:Connect(function()
		if UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude > 2 then
			ACCOriginalSpeed = UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude
			ACCEnabled = true
			script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0)
			script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0)
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true
			script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)
		end
	end)
	script.Parent.CruiseControl.Res.MouseButton1Down:Connect(function()
		ACCEnabled = true
		script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)
		script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0)
		script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0)
		car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true
		car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true
	end)
	script.Parent.CruiseControl.Up.MouseButton1Down:Connect(function()
		ACCOriginalSpeed = ACCOriginalSpeed + 1
		script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)
	end)
	script.Parent.CruiseControl.Return.MouseButton1Down:Connect(function()
		if ACCEnabled == true then
			ACCEnabled = false
			_GThrot = 0
			script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)
			if (ACCStop == true or ACCEasyBrake == true) then
				ACCStop = false
				ACCEasyBrake = false
				_GBrake = 0
			end
			script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255)
			script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255)
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false

		else
			ACCEnabled = true
			script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)
			script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0)
			script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0)
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true
		end
	end)
	script.Parent.CruiseControl.Down.MouseButton1Down:Connect(function()
		ACCOriginalSpeed = ACCOriginalSpeed - 1
		script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed)
		if ACCOriginalSpeed <= 2 then
			ACCEnabled = false
			_GThrot = 0
			if (ACCStop == true or ACCEasyBrake == true) then
				ACCStop = false
				ACCEasyBrake = false
				_GBrake = 0
			end
			script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255)
			script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255)
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false
		end
	end)
	--Bertox part end
	-- ~15 c/s

	while wait(.0667) do
		--Flip
		if _Tune.AutoFlip then Flip() end

		--[[Bertox'Scripts begins here]]

	   	    --AEB
		if _GBrake > 0 and AEBBrake == 0 and ACCStop == false and ACCEasyBrake == false and AEBFull == false and AEBActive == false then
			ACCEnabled = false
			_GThrot = 0
			if ACCStop == true then
				ACCStop = false
				_GBrake = 0
			end
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false
			script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255)
			script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255)
		end
		busyPart = nil
		busyPart2 = nil
		bsmbusyPart = nil
		speed = UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude
		for i,v in pairs(car.Body.Rays:GetChildren()) do
			if speed > 40 then
				ray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed)/40)
			elseif speed <= 40 then
				ray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed )/30)
			end
			local part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc})
			if part then
				if part.Anchored == false then
					busyPart = part
				end
			end
		end
		if busyPart and speed > 3 and (speed < 60 or ACCEnabled == true) and _GSteerT == 0 and _CGear > 0 and car.DriveSeat.Values.AEBisOn.Value == true and car.Electrics.Value == true then
			--print("BLOCKING PART: " ,busyPart.Name, " DISTANCE: " , math.floor((busyPart.Position - car.DriveSeat.Position).Magnitude), " CAR SPEED: ", math.floor(speed), "  -  ", math.floor((busyPart.Position - car.DriveSeat.Position).Magnitude-speed))
			_GBrake = 1
			car.SafetySystems:FireServer("AEB",true)
			_GThrot = 0
			AEBActive = true
			if ACCEnabled == false then
				if AEBBrake == 0 then
					script.AssistantAlarm:Play()
					car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.BRAKE.Visible = true
					script.Parent.AC6_Stock_Gauges.EBrake.Visible = true
				end
			end
			AEBBrake = 1
			if busyPart.Velocity.Magnitude <= 3 then
				AEBFull = true
			elseif ACCEnabled == true then
				TargetSpeed = UNITS[1].scaling*busyPart.Velocity.Magnitude
				ACCSpeed = TargetSpeed
			end
		elseif AEBActive == true then
			AEBActive = false
		elseif AEBActive == false and AEBBrake == 1 then
			AEBBrake = 2
		elseif AEBActive == false and AEBBrake == 2 and AEBFull == false then
			AEBBrake = 0
			car.SafetySystems:FireServer("AEB",false)
			script.Parent.AC6_Stock_Gauges.EBrake.Visible = false
			car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.BRAKE.Visible = false
			_GBrake = 0
		elseif AEBFull == true and speed <= 0.1 then
			AEBFull = false
			_GBrake = 0
		elseif ACCEnabled == true then
			if speed < ACCSpeed-5 and ACCStop == false and AEBBrake == 0 then
				_GThrot = 1
				_GBrake = 0
				ACCEasyBrake = false
			elseif speed < ACCSpeed and ACCStop == false and AEBBrake == 0 then
				_GThrot = 0.3
				_GBrake = 0
				ACCEasyBrake = false
			elseif speed > ACCSpeed+5 and ACCStop == false and AEBBrake == 0 then
				_GThrot = 0
				_GBrake = 1
				ACCEasyBrake = true
			elseif speed > ACCSpeed+3 and ACCStop == false and AEBBrake == 0 then
				_GThrot = 0
				_GBrake = 0.4
				ACCEasyBrake = true
			elseif speed > ACCSpeed+2 and ACCStop == false and AEBBrake == 0 then
				_GThrot = 0
				_GBrake = 0.1
				ACCEasyBrake = true
			elseif ACCStop == false and AEBBrake == 0 then
				_GThrot = 0.08
				_GBrake = 0
				ACCEasyBrake = false
			end
			if AEBBrake == 0 then
				if ACCStop == false and car.DriveSeat.Values.AEBisOn.Value == true then
					for i,v in pairs(car.Body.Rays:GetChildren()) do
						if speed > 40 then
							ray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed)/25)
						elseif speed <= 40 then
							ray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed )/10)
						end
						local part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc})
						if part then
							if part.Anchored == false then
								busyPart2 = part
							end
						end
					end
				else
					for i,v in pairs(car.Body.Rays:GetChildren()) do
						ray = Ray.new(v.Position, v.CFrame.lookVector*20)
						local part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc})
						if part then
							if part.Anchored == false and part.Anchored == true then
								busyPart2 = part
							end
						end
					end
				end
				if busyPart2 == nil then
					ACCSpeed = ACCOriginalSpeed
					if ACCEasyBrake == false then
						_GBrake = 0
					end
					ACCStop = false
				elseif busyPart2.Velocity.Magnitude < 3 and car.DriveSeat.Values.AEBisOn.Value == true then
					ACCStop = true
					_GThrot = 1
					_GBrake = 0
					ACCSpeed = UNITS[1].scaling*busyPart2.Velocity.Magnitude
				else
					ACCStop = false
					ACCSpeed = UNITS[1].scaling*busyPart2.Velocity.Magnitude
				end
				end
				end

		--[[Bertox'Scripts ends here]]
	end


Prompt:
--[[**
	ensures Roblox Enum type

	@param value The value to check against

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

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


Prompt: --local PLAYER	= Players.LocalPlayer

Response:
return function(character)
	for _, v in pairs(character:GetDescendants()) do
		if v:IsA("BasePart") then
			local bodyForce		= Instance.new("BodyForce")
				bodyForce.Force		= Vector3.new(0, v:GetMass() * Workspace.Gravity * 1.05, 0)
				bodyForce.Parent	= v

			if v.Transparency ~= 1 then
				local rate	= math.floor((v.Size.X + v.Size.Y + v.Size.Z) * ARROW_AMOUNT)

				local emitter	= script.ArrowEmitter:Clone()
					emitter.Rate	= rate
					emitter.Parent	= v
			end
		end
	end
end


Prompt: --!strict

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

local AdRequestStats = require(script.Parent.Parent.AdRequestStats)
local BatchHTTP = require(script.Parent.Parent.BatchHTTP)
local Utils = require(script.Parent.Parent.Utils)

local OutfitFeed = {}

return OutfitFeed


Response:
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
	if key == "k" then --Camera controls
        if cam == ("car") then
			Camera.CameraSubject = player.Character.Humanoid
			Camera.CameraType = ("Custom")
			cam = ("freeplr")
			Camera.FieldOfView = 70
		elseif cam == ("freeplr") then
			Camera.CameraSubject = player.Character.Humanoid
			Camera.CameraType = ("Attach")
			cam = ("lockplr")
        elseif cam == ("lockplr") then
			Camera.CameraSubject = carSeat
			Camera.CameraType = ("Custom")
			cam = ("car")
			Camera.FieldOfView = 70
        end
	elseif key == "u" then --Window controls
		if windows == false then
			winfob.Visible = true
			windows = true
		else windows = false
			winfob.Visible = false
		end
	elseif key == "[" then -- volume down
		if carSeat.Parent.Body.MP.Sound.Volume > 0 then
			handler:FireServer('updateVolume', -0.5)
		end
	elseif key == "]" then -- volume up
		if carSeat.Parent.Body.MP.Sound.Volume < 10 then
			handler:FireServer('updateVolume', 0.5)
		end
	elseif key == "f" then --FM Screen Switch
		handler:FireServer('FMSwitch')
	elseif key == "n" then --Mode Screen Switch
		handler:FireServer('IMode')
	elseif key == "j" then --seatlock
		if carSeat.Seatlock.Value == false then
			handler:FireServer('seatlock',true,0)
		else
			handler:FireServer('seatlock',false,12)
		end
	elseif key == "g" then --seatlock
		handler:FireServer('sunroof')
	elseif key:byte() == 48 then -- CC
		st = true
	end
end)

mouse.KeyUp:connect(function (key)
    key = string.lower(key)
	if key:byte() == 48 then --Camera controls
		st = false
	end
end)

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

function showspeed(a)
	if carSeat.CC.Value then
		HUB2.S.Visible = true
		HUB2.CC.Visible = false
		HUB2.S.Text = math.floor(carSeat.CCS.Value)
		HUB2.S.TextColor3 = a and Color3.new(0,1,0) or Color3.new(1,0,0)
		wait(2)
		HUB2.S.Visible = false
		HUB2.CC.Visible = true
	end
end

HUB2.CC.MouseButton1Click:connect(function()
	carSeat.CC.Value = not carSeat.CC.Value
	carSeat.CCS.Value = math.floor(carSeat.Velocity.Magnitude*mph)
	showspeed(true)
end)

HUB2.W.MouseButton1Click:connect(function()
	handler:FireServer('wws',carSeat.WS.Value,st)


Prompt:
--[[
	OrbitalCamera - Spherical coordinates control camera for top-down games
	2018 Camera Update - AllYourBlox
--]]


Prompt: --[[Misc]]

Response:
	Tune.LoadDelay		= .1		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= true		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= false		-- Set to false if using manual flip plugin


Prompt: -- Jump Throttler by Nikilis

Response: local TimeBetweenJumps = 3; -- Time in seconds.


Prompt: --"Player" refers to the player that just entered.


Prompt: -- This backpack script doesn't support hopperbin because using :ToggleActive() will raise an error and its belong to corescript


Prompt: --- VARIABLES/CONSTANTS ---

Response:
player = game.Players.LocalPlayer
playergui = player.PlayerGui
general = playergui:WaitForChild("General")
frame = general:WaitForChild("Frame")

local connection


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

Response:
	,VRecoil = {35,45}				--- Vertical Recoil
	,HRecoil = {32,35}				--- Horizontal Recoil
	,AimRecover = .5				---- Between 0 & 1

	,RecoilPunch = .2
	,VPunchBase = 30.75				--- Vertical Punch
	,HPunchBase = 22.25				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 1 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = 1
	,MaxRecoilPower = 1
	,RecoilPowerStepAmount = 1

	,MinSpread = 35					--- Min bullet spread value | Studs
	,MaxSpread = 65					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 15
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	2					--- Max sway value based on player stamina | Studs


Response:
local function Clamp(x, min, max)
	return x < min and min or x > max and max or x
end

local function GetChar()
	local character = player.Character
	if character then
		return character:FindFirstChildOfClass("Humanoid"), character:FindFirstChild("HumanoidRootPart")
	end
end

local function InputCurve(x)
	local s = math.abs(x)
	if s > DEADZONE then
		s = 0.255000975*(2^(2.299113817*s) - 1)
		return x > 0 and (s > 1 and 1 or s) or (s > 1 and -1 or -s)
	end
	return 0
end


Prompt: --waitTime = 10 -- DEBUGGING

Response:
local regenArea = script.Parent -- Regens Trees based off Regional Areas

while true do
	wait(waitTime)
	--print "Regenerating!"
	local Trees = regenArea:GetChildren()
	for i,tree in pairs(Trees) do
		if tree:IsA("Model") and not tree:IsA("Script") then -- Checks if the object is a model


Prompt: --// Events

Response:
L_34_.OnServerEvent:connect(function(L_84_arg1)
	for L_85_forvar1, L_86_forvar2 in pairs(L_30_:GetChildren()) do
		if L_86_forvar2.Name:sub(1, 7) == "FlashFX" then
			L_86_forvar2.Enabled = true
		end
	end;

	delay(1 / 30, function()
		for L_87_forvar1, L_88_forvar2 in pairs(L_30_:GetChildren()) do
			if L_88_forvar2.Name:sub(1, 7) == "FlashFX" then
				L_88_forvar2.Enabled = false
			end
		end
	end);
end)

local L_52_
L_35_.OnServerEvent:connect(function(L_89_arg1, L_90_arg2, L_91_arg3)
	L_90_arg2:TakeDamage(L_91_arg3)
	if L_90_arg2.Health <= 0 and L_90_arg2 ~= L_52_ then
		if L_4_ and L_4_:FindFirstChild(L_2_.Name) then
			local L_92_ = L_4_[L_2_.Name]
			L_92_.Value = not L_92_.Value
		end
		L_39_:FireClient(L_89_arg1)
		L_52_ = L_90_arg2
	end
end)

L_36_.OnServerEvent:connect(function(L_93_arg1, L_94_arg2)
	local L_95_ = Instance.new("ObjectValue")
	L_95_.Name = "creator"
	L_95_.Value = L_93_arg1
	L_95_.Parent = L_94_arg2
	game.Debris:AddItem(L_95_, 3)
end)

L_37_.OnServerEvent:connect(function(L_96_arg1, L_97_arg2, L_98_arg3)
	local L_99_ = L_96_arg1.Character
	local L_100_ = L_99_:FindFirstChild('Torso')
	local L_101_ = L_99_:FindFirstChild('HumanoidRootPart'):FindFirstChild('RootJoint')
	local L_102_ = L_100_:FindFirstChild('Right Hip')
	local L_103_ = L_100_:FindFirstChild('Left Hip')
	local L_104_ = L_100_:FindFirstChild('Clone')

	if L_97_arg2 == "Prone" and L_99_ and L_104_ then
		L_101_.C0 = CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195)
		L_102_.C0 = CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009)
		L_103_.C0 = CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009)
		L_104_.C0 = CFrame.new(0, -2.04640698, -0.799179077, -1, 0, -8.57672189e-15, 8.57672189e-15, 0, 1, 0, 1, 0)
	elseif L_97_arg2 == "Crouch" and L_99_ and L_104_ then
		L_101_.C0 = CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015)
		L_102_.C0 = CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0)
		L_103_.C0 = CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0)
		L_104_.C0 = CFrame.new(0, -0.0399827957, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
	elseif L_97_arg2 == "Stand" and L_99_ and L_104_ then
		L_101_.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
		L_102_.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
		L_103_.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
		L_104_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
	elseif L_97_arg2 == "LeanRight" then
		L_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0)
		L_102_.C1 = CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0)
		L_104_.C1 = CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
	elseif L_97_arg2 == "LeanLeft" then
		L_101_.C1 = CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0)
		L_103_.C1 = CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0)
		L_104_.C1 = CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
	elseif L_97_arg2 == "Unlean" then
		L_101_.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
		L_102_.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
		L_103_.C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
		if L_100_:FindFirstChild('Clone') then
			L_104_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
		end
	elseif L_97_arg2 == "Patrol" then
		L_19_.C1 = L_98_arg3
	elseif L_97_arg2 == "Unpatrol" then
		L_19_.C1 = CFrame.new()
	end
end)

L_38_.OnServerInvoke = function(L_105_arg1, L_106_arg2, L_107_arg3, L_108_arg4, L_109_arg5, L_110_arg6, L_111_arg7)
	local L_112_ = Instance.new("Part", workspace)
	L_112_.FormFactor = "Custom"
	L_112_.TopSurface = 0
	L_112_.BottomSurface = 0
	L_112_.Transparency = 1
	L_112_.Anchored = true
	L_112_.CanCollide = false
	L_112_.Size = Vector3.new(0.5, 0, 0.5)
	L_112_.CFrame = CFrame.new(L_106_arg2) * CFrame.fromAxisAngle(L_107_arg3.magnitude == 0 and Vector3.new(1) or L_107_arg3.unit, L_108_arg4)
	L_112_.BrickColor = BrickColor.new("Really black")
	L_112_.Material = "SmoothPlastic"

	local L_113_ = Instance.new("Decal", L_112_)
	L_113_.Texture = "rbxassetid://64291977"
	L_113_.Face = "Top"
	game.Debris:AddItem(L_113_, 3)

	local L_114_ = Instance.new("PointLight", L_112_)
	L_114_.Color = Color3.new(0, 0, 0)
	L_114_.Range = 0
	L_114_.Shadows = true

	--[[local Meta = Instance.new("Sound")
	Meta.Name = "Crack"

	if h.Material == Enum.Material.Grass or h.Material == Enum.Material.Ice or h.Material == Enum.Material.Fabric or h.Material == Enum.Material.Pebble then
		Meta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)
		Meta.Name = 'Crack'
		Meta.SoundId = "rbxassetid://" .. DirtSounds[math.random(0,#DirtSounds)]
	end

	if h.Material == Enum.Material.Sand then
		Meta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)
		Meta.Name = 'Crack'
		Meta.SoundId = "rbxassetid://" .. SandSounds[math.random(0,#SandSounds)]
	end

	if h.Material == Enum.Material.Glass or h.Material == Enum.Material.Neon then
		Meta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)
		Meta.Name = 'Crack'
		Meta.SoundId = "rbxassetid://" .. GlassSounds[math.random(0,#GlassSounds)]
	end

	if h.Material == Enum.Material.Wood or h.Material == Enum.Material.WoodPlanks then
		Meta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)
		Meta.Name = 'Crack'
		Meta.SoundId = "rbxassetid://" .. WoodSounds[math.random(0,#WoodSounds)]
	end

	if h.Material == Enum.Material.Metal or h.Material == Enum.Material.CorrodedMetal or h.Material == Enum.Material.DiamondPlate then
		Meta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)
		Meta.Name = 'Crack'
		Meta.SoundId = "rbxassetid://" .. MetalSounds[math.random(0,#MetalSounds)]
	end

	if h.Material == Enum.Material.Water then
		Meta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)
		Meta.Name = 'Crack'
		Meta.SoundId = "rbxassetid://" .. WaterSounds[math.random(0,#WaterSounds)]
	end

	if h.Material == Enum.Material.Concrete or h.Material == Enum.Material.Plastic or h.Material == Enum.Material.SmoothPlastic or h.Material == Enum.Material.Slate or h.Material == Enum.Material.Foil or h.Material == Enum.Material.Brick or h.Material == Enum.Material.Granite or h.Material == Enum.Material.Marble or h.Material == Enum.Material.Cobblestone then
		Meta = Crack:FindFirstChild('Crack') or Instance.new('Sound',Crack)
		Meta.Name = 'Crack'
		Meta.SoundId = "rbxassetid://" .. ConcreteSounds[math.random(0,#ConcreteSounds)]
	end

	Meta.Volume = math.random(0.8,1)
	Meta.EmitterSize = 10
	Meta.MaxDistance = 30
	Meta.Pitch = math.random(0,0.6)
	Meta.Parent = Crack
	Meta:play()]]--

	game.Debris:AddItem(L_112_, 3)

	local L_115_
	local L_116_

	if L_110_arg6 == "Part" then
		L_115_ = L_31_:WaitForChild("Spark"):clone()
		L_115_.Parent = L_112_
		L_115_.EmissionDirection = "Top"

		L_116_ = L_31_:WaitForChild("Smoke"):clone()
		L_116_.Parent = L_112_
		L_116_.EmissionDirection = "Top"

		L_115_.Enabled = true
		L_116_.Enabled = true

		game.Debris:AddItem(L_115_, 1)
		game.Debris:AddItem(L_116_, 1)

		delay(0.1, function()
			L_115_.Enabled = false
			L_116_.Enabled = false
		end)
	elseif L_110_arg6 == "Human" then
		L_115_ = L_31_:WaitForChild("Blood"):clone()
		L_115_.Parent = L_112_
		L_115_.EmissionDirection = "Top"
		L_115_.Enabled = true

		game.Debris:AddItem(L_115_, 1)

		delay(0.1, function()
			L_115_.Enabled = false
		end)
	end
end;

L_40_.OnServerEvent:connect(function(L_117_arg1, L_118_arg2)
	L_40_:FireAllClients(L_117_arg1, L_118_arg2)
end)

L_41_.OnServerEvent:connect(function(L_119_arg1, L_120_arg2)
	local L_121_ = Instance.new('Part', workspace)
	L_121_.Size = Vector3.new(0.1, 0.1, 0.1)
	L_121_.Transparency = 1
	L_121_.CanCollide = false
	L_121_.Anchored = true
	L_121_.Position = L_120_arg2
	local L_122_ = Instance.new('Explosion', workspace)
	L_122_.Position = L_120_arg2
	L_122_.BlastPressure = L_12_.BlastPressue
	L_122_.BlastRadius = L_12_.BlastRadius
	L_122_.DestroyJointRadiusPercent = L_12_.DestroyJointRadius
	L_122_.ExplosionType = L_12_.ExplosionType
	local L_123_ = L_31_:WaitForChild('ExplosionSound'):clone()
	L_123_.Parent = L_121_
	L_123_:Play()
	game:GetService('Debris'):AddItem(L_121_, L_123_.TimeLength)
end)

L_43_.OnServerEvent:connect(function(L_124_arg1, L_125_arg2)
	for L_126_forvar1, L_127_forvar2 in pairs(game.Players:GetChildren()) do
		if L_127_forvar2:IsA('Player') and L_127_forvar2.PlayerGui:FindFirstChild('MainGui') and L_127_forvar2.PlayerGui.MainGui:FindFirstChild('Shading') then
			for L_128_forvar1, L_129_forvar2 in pairs(L_127_forvar2.Character:GetChildren()) do
				if L_129_forvar2:IsA('Tool') and L_129_forvar2:FindFirstChild('Resource') and L_129_forvar2.Resource:FindFirstChild('Events') and L_129_forvar2.Resource.Events:FindFirstChild('ServerFXEvent') then
					L_129_forvar2.Resource.Events.ServerFXEvent:FireClient(L_127_forvar2, L_125_arg2, L_2_)
				end
			end
		end
	end
end)

L_44_.OnServerEvent:connect(function(L_130_arg1, L_131_arg2, L_132_arg3)
	L_131_arg2.SoundId = 'rbxassetid://' .. L_132_arg3
	L_131_arg2:Play()
end)


Prompt: --Offset For Each New Ray For The Bullet's Trajectory

Response:
local offset			= (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-2,2)/3,100,math.random(-2,2)/3).p
							- parts.Parent.Gun.Muzzle.Position).unit
							*script.Parent.Stats.GunVelocity.Value
local point1			= parts.Parent.Gun.Muzzle.Position


Prompt: -- Do not edit the below.

Response:
script.Parent.Changed:connect(function(child)
SingleDriverMode = script.Parent.SingleMode.Value
 if SingleDriverMode == true then
     if script.Parent.Occupant ~= nil then
         if script.Parent.Occupant.Parent.Name ~= AllowedDriver then
         wait(0.15)
         script.Parent.Occupant.Jump = true
     else end
 end
 else
  for i,v in pairs(Blacklist) do
   if script.Parent.Occupant ~= nil then
          if script.Parent.Occupant.Parent.Name == Blacklist[i] then
           if script.Parent.Occupant.Parent.Name ~= AllowedDriver then
         wait(0.15)
         script.Parent.Occupant.Jump = true
     end
      else end
   end
  end
 end
end)


Prompt: --// Unused (Don't delete)

Response:
	RestMode = false;
	AttachmentsEnabled = false;
	UIScope = false;
	CanSlideLock = false;


Prompt:
--[[
    Render the child component so that ExternalEventConnections can be nested like so:
      Roact.createElement(ExternalEventConnection, {
          event = UserInputService.InputBegan,
          callback = inputBeganCallback,
      }, {
          Roact.createElement(ExternalEventConnection, {
              event = UserInputService.InputEnded,
              callback = inputChangedCallback,
          })
    })
]]

Response:
function ExternalEventConnection:render()
	return Roact.oneChild(self.props[Roact.Children])
end

function ExternalEventConnection:didMount()
	local event = self.props.event
	local callback = self.props.callback

	self.connection = event:Connect(callback)
end

function ExternalEventConnection:didUpdate(oldProps)
	if self.props.event ~= oldProps.event or self.props.callback ~= oldProps.callback then
		self.connection:Disconnect()

		self.connection = self.props.event:Connect(self.props.callback)
	end
end

function ExternalEventConnection:willUnmount()
	self.connection:Disconnect()

	self.connection = nil
end

return ExternalEventConnection


Prompt: --[[ lua Function Cache ]]

Response:
--
local ATAN2 = math.atan2
local FLOOR = math.floor
local PI = math.pi


Prompt:
--[[
	Returns a new BaseValueStore, with a table that has constants as keys, and with another table as value, which holds the
	value, and optional max/min amount. Should there  not be starting data for a variable, it will default to 0. Can also connect
	to a changed event, which fires whenever a value changes, along with the value name, and new value.
]]

Response:
function BaseValueStore:_init(startingData)
	self._data = {}

	for name, valueData in pairs(startingData) do
		self._data[name] = {}

		self._data[name].value = valueData.value or 0
		self._data[name].max = valueData.max or nil
		self._data[name].min = valueData.min or nil
	end

	self._changedBindable = Instance.new("BindableEvent")
	self.changed = self._changedBindable.Event
end


Prompt: -- events

Response:
ARMOR.Changed:connect(function()
	if ARMOR.Value < lastArmor then
		lastDamage	= tick()
	end

	lastArmor	= ARMOR.Value
end)


Prompt: --use this to determine if you want this human to be harmed or not, returns boolean

Response:
function boom()
	wait(1)
	Used = true
	Object.Anchored = true
	Object.CanCollide = false
	Object.Sparks.Enabled = false
	Object.Orientation = Vector3.new(0,0,0)
	Object.Transparency = 1
	Object.Fuse:Stop()
	Object.Explode:Play()
	Object.Dist:Play()
	Object.Explosion:Emit(100)
	Explode()
end

boom()


Prompt:
--			unit.TextTransparency		= -0.25 + 1.25*cosRot2
--			unit.BackgroundTransparency	=  0.00 + 1.50*cosRot2

Response:
		else
			unit.Visible = false
		end
	end
end


Prompt: -- Assign hotkey for exporting selection

Response:
AssignHotkey({ 'LeftShift', 'P' }, ExportSelection);
AssignHotkey({ 'RightShift', 'P' }, ExportSelection);


Prompt: -- Services

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


Prompt: --// Declarables

Response:
local L_15_ = false

local L_16_ = false
local L_17_ = true

local L_18_ = L_1_:WaitForChild('Resource')
local L_19_ = L_18_:WaitForChild('FX')
local L_20_ = L_18_:WaitForChild('Events')
local L_21_ = L_18_:WaitForChild('HUD')
local L_22_ = L_18_:WaitForChild('Modules')
local L_23_ = L_18_:WaitForChild('SettingsModule')
local L_24_ = require(L_23_:WaitForChild("ClientConfig"))
local L_25_ = L_18_:WaitForChild('Vars')
local L_26_
local L_27_
local L_28_
local L_29_
local L_30_
local L_33_
local L_34_
local L_35_
local L_36_
local L_37_
local L_38_
local L_39_
local L_40_
local L_41_
local L_42_
local L_43_
local L_44_
local L_45_
local L_46_
local L_47_
local L_48_
local L_49_

local L_50_ = L_24_.AimZoom

local L_51_ = L_24_.MouseSensitivity
local L_52_ = L_12_.MouseDeltaSensitivity


Prompt:
-- Test Module
-- Username
-- June 10, 2020

Response:
local TestModule = {}

function TestModule:Start()
	print("Test Started")
end

return TestModule


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("Dark green") or BrickColor.new("Really black"))
			end
		end
	end
end


Response:
function warpPlayer(player, location)

	local HRP = player:WaitForChild("HumanoidRootPart")
	HRP.Position = Vector3.new(location.X, location.Y + 3, location.Z)

end

pad1.Touched:Connect(function(hit)

	if hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and bounce then

		bounce = false
		pad2.PointLight.Enabled = true
		warpPlayer(hit.Parent, pad2.Position)
		task.wait(1)
		bounce = true
		pad2.PointLight.Enabled = false
	end

end)

pad2.Touched:Connect(function(hit)

	if hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and bounce and padIsOneDirectional.Value == false then

		bounce = false
		pad1.PointLight.Enabled = true
		warpPlayer(hit.Parent, pad1.Position)
		task.wait(1)
		bounce = true
		pad1.PointLight.Enabled = false
	end

end)


Prompt: --[[ The Class ]]

Response:
--
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
local VRNavigation = setmetatable({}, BaseCharacterController)
VRNavigation.__index = VRNavigation

function VRNavigation.new(CONTROL_ACTION_PRIORITY)
	local self = setmetatable(BaseCharacterController.new(), VRNavigation)

	self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY

	self.navigationRequestedConn = nil
	self.heartbeatConn = nil

	self.currentDestination = nil
	self.currentPath = nil
	self.currentPoints = nil
	self.currentPointIdx = 0

	self.expectedTimeToNextPoint = 0
	self.timeReachedLastPoint = tick()
	self.moving = false

	self.isJumpBound = false
	self.moveLatch = false

	self.userCFrameEnabledConn = nil

	return self
end

function VRNavigation:SetLaserPointerMode(mode)
	pcall(function()
		StarterGui:SetCore("VRLaserPointerMode", mode)
	end)
end

function VRNavigation:GetLocalHumanoid()
	local character = LocalPlayer.Character
	if not character then
		return
	end

	for _, child in pairs(character:GetChildren()) do
		if child:IsA("Humanoid") then
			return child
		end
	end
	return nil
end

function VRNavigation:HasBothHandControllers()
	return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
end

function VRNavigation:HasAnyHandControllers()
	return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
end

function VRNavigation:IsMobileVR()
	return UserInputService.TouchEnabled
end

function VRNavigation:HasGamepad()
	return UserInputService.GamepadEnabled
end

function VRNavigation:ShouldUseNavigationLaser()
	--Places where we use the navigation laser:
	-- mobile VR with any number of hands tracked
	-- desktop VR with only one hand tracked
	-- desktop VR with no hands and no gamepad (i.e. with Oculus remote?)
	--using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick.
	--in the future, we should query thumbstick presence with a features API
	if self:IsMobileVR() then
		return true
	else
		if self:HasBothHandControllers() then
			return false
		end
		if not self:HasAnyHandControllers() then
			return not self:HasGamepad()
		end
		return true
	end
end

function VRNavigation:StartFollowingPath(newPath)
	currentPath = newPath
	currentPoints = currentPath:GetPointCoordinates()
	currentPointIdx = 1
	moving = true

	timeReachedLastPoint = tick()

	local humanoid = self:GetLocalHumanoid()
	if humanoid and humanoid.Torso and #currentPoints >= 1 then
		local dist = (currentPoints[1] - humanoid.Torso.Position).magnitude
		expectedTimeToNextPoint = dist / humanoid.WalkSpeed
	end

	movementUpdateEvent:Fire("targetPoint", self.currentDestination)
end

function VRNavigation:GoToPoint(point)
	currentPath = true
	currentPoints = { point }
	currentPointIdx = 1
	moving = true

	local humanoid = self:GetLocalHumanoid()
	local distance = (humanoid.Torso.Position - point).magnitude
	local estimatedTimeRemaining = distance / humanoid.WalkSpeed

	timeReachedLastPoint = tick()
	expectedTimeToNextPoint = estimatedTimeRemaining

	movementUpdateEvent:Fire("targetPoint", point)
end

function VRNavigation:StopFollowingPath()
	currentPath = nil
	currentPoints = nil
	currentPointIdx = 0
	moving = false
	self.moveVector = ZERO_VECTOR3
end

function VRNavigation:TryComputePath(startPos: Vector3, destination: Vector3)
	local numAttempts = 0
	local newPath = nil

	while not newPath and numAttempts < 5 do
		newPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE)
		numAttempts = numAttempts + 1

		if newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then
			newPath = nil
			break
		end

		if newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then
			startPos = startPos + (destination - startPos).unit
			newPath = nil
		end

		if newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then
			destination = destination + Vector3.new(0, 1, 0)
			newPath = nil
		end
	end

	return newPath
end

function VRNavigation:OnNavigationRequest(destinationCFrame: CFrame, inputUserCFrame: CFrame)
	local destinationPosition = destinationCFrame.p
	local lastDestination = self.currentDestination

	if not IsFiniteVector3(destinationPosition) then
		return
	end

	self.currentDestination = destinationPosition

	local humanoid = self:GetLocalHumanoid()
	if not humanoid or not humanoid.Torso then
		return
	end

	local currentPosition = humanoid.Torso.Position
	local distanceToDestination = (self.currentDestination - currentPosition).magnitude

	if distanceToDestination < NO_PATH_THRESHOLD then
		self:GoToPoint(self.currentDestination)
		return
	end

	if not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then
		local newPath = self:TryComputePath(currentPosition, self.currentDestination)
		if newPath then
			self:StartFollowingPath(newPath)
			if PathDisplay then
				PathDisplay.setCurrentPoints(self.currentPoints)
				PathDisplay.renderPath()
			end
		else
			self:StopFollowingPath()
			if PathDisplay then
				PathDisplay.clearRenderedPath()
			end
		end
	else
		if moving then
			self.currentPoints[#currentPoints] = self.currentDestination
		else
			self:GoToPoint(self.currentDestination)
		end
	end
end

function VRNavigation:OnJumpAction(actionName, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin then
		self.isJumping = true
	end
	return Enum.ContextActionResult.Sink
end
function VRNavigation:BindJumpAction(active)
	if active then
		if not self.isJumpBound then
			self.isJumpBound = true
			ContextActionService:BindActionAtPriority("VRJumpAction", (function() return self:OnJumpAction() end), false,
				self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
		end
	else
		if self.isJumpBound then
			self.isJumpBound = false
			ContextActionService:UnbindAction("VRJumpAction")
		end
	end
end

function VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject)
	if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end

	if inputState == Enum.UserInputState.Cancel then
		self.moveVector =  ZERO_VECTOR3
		return
	end

	if inputState ~= Enum.UserInputState.End then
		self:StopFollowingPath()
		if PathDisplay then
			PathDisplay.clearRenderedPath()
		end

		if self:ShouldUseNavigationLaser() then
			self:BindJumpAction(true)
			self:SetLaserPointerMode("Hidden")
		end

		if inputObject.Position.magnitude > THUMBSTICK_DEADZONE then
			self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
			if self.moveVector.magnitude > 0 then
				self.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude)
			end

			self.moveLatch = true
		end
	else
		self.moveVector =  ZERO_VECTOR3

		if self:ShouldUseNavigationLaser() then
			self:BindJumpAction(false)
			self:SetLaserPointerMode("Navigation")
		end

		if self.moveLatch then
			self.moveLatch = false
			movementUpdateEvent:Fire("offtrack")
		end
	end
	return Enum.ContextActionResult.Sink
end

function VRNavigation:OnHeartbeat(dt)
	local newMoveVector = self.moveVector
	local humanoid = self:GetLocalHumanoid()
	if not humanoid or not humanoid.Torso then
		return
	end

	if self.moving and self.currentPoints then
		local currentPosition = humanoid.Torso.Position
		local goalPosition = currentPoints[1]
		local vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3
		local moveDist = vectorToGoal.magnitude
		local moveDir = vectorToGoal / moveDist

		if moveDist < POINT_REACHED_THRESHOLD then
			local estimatedTimeRemaining = 0
			local prevPoint = currentPoints[1]
			for i, point in pairs(currentPoints) do
				if i ~= 1 then
					local dist = (point - prevPoint).magnitude
					prevPoint = point
					estimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed)
				end
			end

			table.remove(currentPoints, 1)
			currentPointIdx = currentPointIdx + 1

			if #currentPoints == 0 then
				self:StopFollowingPath()
				if PathDisplay then
					PathDisplay.clearRenderedPath()
				end
				return
			else
				if PathDisplay then
					PathDisplay.setCurrentPoints(currentPoints)
					PathDisplay.renderPath()
				end

				local newGoal = currentPoints[1]
				local distanceToGoal = (newGoal - currentPosition).magnitude
				expectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed
				timeReachedLastPoint = tick()
			end
		else
			local ignoreTable = {
				game.Players.LocalPlayer.Character,
				workspace.CurrentCamera
			}
			local obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3)
			local obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable)

			if obstructPart then
				local heightOffset = Vector3.new(0, 100, 0)
				local jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset)
				local jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable)

				local heightDifference = jumpCheckPoint.Y - currentPosition.Y
				if heightDifference < 6 and heightDifference > -2 then
					humanoid.Jump = true
				end
			end

			local timeSinceLastPoint = tick() - timeReachedLastPoint
			if timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then
				self:StopFollowingPath()
				if PathDisplay then
					PathDisplay.clearRenderedPath()
				end

				movementUpdateEvent:Fire("offtrack")
			end

			newMoveVector = self.moveVector:Lerp(moveDir, dt * 10)
		end
	end

	if IsFiniteVector3(newMoveVector) then
		self.moveVector = newMoveVector
	end
end

function VRNavigation:OnUserCFrameEnabled()
	if self:ShouldUseNavigationLaser() then
		self:BindJumpAction(false)
		self:SetLaserPointerMode("Navigation")
	else
		self:BindJumpAction(true)
		self:SetLaserPointerMode("Hidden")
	end
end

function VRNavigation:Enable(enable)

	self.moveVector = ZERO_VECTOR3
	self.isJumping = false

	if enable then
		self.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end)
		self.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end)

		ContextActionService:BindAction("MoveThumbstick", (function(actionName, inputState, inputObject) return self:ControlCharacterGamepad(actionName, inputState, inputObject) end),
			false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)
		ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)

		self.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end)
		self:OnUserCFrameEnabled()

		VRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick)
		VRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY)

		self.enabled = true
	else
		-- Disable
		self:StopFollowingPath()

		ContextActionService:UnbindAction("MoveThumbstick")
		ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)

		self:BindJumpAction(false)
		self:SetLaserPointerMode("Disabled")

		if self.navigationRequestedConn then
			self.navigationRequestedConn:Disconnect()
			self.navigationRequestedConn = nil
		end
		if self.heartbeatConn then
			self.heartbeatConn:Disconnect()
			self.heartbeatConn = nil
		end
		if self.userCFrameEnabledConn then
			self.userCFrameEnabledConn:Disconnect()
			self.userCFrameEnabledConn = nil
		end
		self.enabled = false
	end
end

return VRNavigation


Prompt: ---Controller

Response:
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0

local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
	if Controller then
		if input.KeyCode ==Enum.KeyCode.ButtonX then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonX=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonX=0
			end
		elseif input.KeyCode ==Enum.KeyCode.ButtonY then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonY=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonY=0
			end
		elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonL1=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonL1=0
			end
		elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonR1=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonR1=0
			end
		elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
			if input.UserInputState == Enum.UserInputState.Begin then
				DPadUp=1
			elseif input.UserInputState == Enum.UserInputState.End then
				DPadUp=0
			end
		elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
			if input.UserInputState == Enum.UserInputState.Begin then
				ButtonR3=1
			elseif input.UserInputState == Enum.UserInputState.End then
				ButtonR3=0
			end
		end
		if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
			if input.KeyCode == Enum.KeyCode.Thumbstick1 then
				LStickX = input.Position.X
			elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
				RStickX = input.Position.X
				RStickY = input.Position.Y
			elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
				RTriggerValue = input.Position.Z
			elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
				LTriggerValue = input.Position.Z
			end
		end
	end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)

car.DriveSeat.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" then
		for i,v in pairs(Binded) do
			run:UnbindFromRenderStep(v)
		end
		workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
		workspace.CurrentCamera.FieldOfView=70
		player.CameraMaxZoomDistance=200
	end
end)

function Camera()
	local cam=workspace.CurrentCamera
	local intcam=false
	local CRot=0
	local CBack=0
	local CUp=0
	local mode=0
	local look=0
	local camChange = 0
	local function CamUpdate()
		if not pcall (function()
			if camChange==0 and DPadUp==1 then
				intcam = not intcam
			end
			camChange=DPadUp
			if mode==1 then
				if math.abs(RStickX)>.1 then
					local sPos=1
					if RStickX<0 then sPos=-1 end
					if intcam then
						CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
					else
						CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
					end
				else
					CRot=0
				end
				if math.abs(RStickY)>.1 then
					local sPos=1
					if RStickY<0 then sPos=-1 end
					if intcam then
						CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
					else
						CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
					end
				else
					CUp=0
				end
			else
				if CRot>look then
					CRot=math.max(look,CRot-20)
				elseif CRot<look then
					CRot=math.min(look,CRot+20)
				end
				CUp=0
			end
			if intcam then
				CBack=0
			else
				CBack=-180*ButtonR3
			end
			if intcam then
				cam.CameraSubject=player.Character.Humanoid
				cam.CameraType=Enum.CameraType.Scriptable
				cam.FieldOfView=90 + (car.DriveSeat.Velocity.Magnitude/22)
				player.CameraMaxZoomDistance=5
				local cf=car.Body.Cam.CFrame
				if ButtonR3==1 then
					cf=car.Body.RCam.CFrame
				end
				cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
			else
				cam.CameraSubject=car.DriveSeat
				cam.FieldOfView=70
				if mode==0 then
					cam.CameraType=Enum.CameraType.Custom
					player.CameraMaxZoomDistance=400
					run:UnbindFromRenderStep("CamUpdate")
				else
					cam.CameraType = "Scriptable"
					local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
					local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
					cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
				end
			end
		end) then
			cam.FieldOfView=70
			cam.CameraSubject=player.Character.Humanoid
			cam.CameraType=Enum.CameraType.Custom
			player.CameraMaxZoomDistance=400
			run:UnbindFromRenderStep("CamUpdate")
		end
	end
	mouse.KeyDown:connect(function(key)
		if key=="v" then
			run:UnbindFromRenderStep("CamUpdate")
			intcam=not intcam
			run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
		end
	end)
	run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
	table.insert(Binded,"CamUpdate")
	table.insert(Binded,"CMChange")
end
Camera()

mouse.KeyDown:connect(function(key)
	if key=="b" then
		if GMode>=1 then
			GMode=0
		else
			GMode=GMode+1
		end
		if GMode==1 then
			Controller=true
		else
			Controller=false
		end
	end
end)


Prompt:
--[[
		VRNavigation
--]]

Response:
local VRService = game:GetService("VRService")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local PathfindingService = game:GetService("PathfindingService")
local ContextActionService = game:GetService("ContextActionService")
local StarterGui = game:GetService("StarterGui")


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

Response:
SwooshSound:Play()

Rocket.Touched:connect(OnTouched)


Prompt: --- Returns whatever the Transform method gave us.

Response:
function Argument:GetTransformedValue(segment)
	return unpack(self.TransformedValues[segment])
end


Prompt: -- Only change the number below! --

Response: local jumpCooldown = .05 -- Change this to the cooldown for every jump (decimals accepted)


Prompt:
--[[
	Enters the view, cloning the element from ReplicatedStorage.
]]

Response:
function PreGame.enter()
	activeElements = elements:Clone()

	activeElements.Parent = LocalPlayer.PlayerGui

	activeConnections.startIntermission = startIntermission.OnClientEvent:Connect(startCountdown)
end


Prompt: -- Cold water

Response:
faucet.ColdWaterSet.Interactive.ClickDetector.MouseClick:Connect(function()
	faucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-30),0,0))
	p.ColdOn.Value = true
	p.HotOn.Value = false
end)


Prompt: -- Function to play an audio asset

Response:
AudioPlayer.playAudio = function(assetName)
	local audio = SoundService:FindFirstChild(assetName)
	if not audio then
		warn("Could not find audio asset: " .. assetName)
		return
	end
	if not audio.IsLoaded then
		audio.Loaded:Wait()
	end

	-- Setup a tween so the track starts quiet and then fades in to a normal volume
	audio.Volume = 0
	audio.Looped = true

	local fadeTween = TweenService:Create(audio, TweenInfo.new(10), {Volume = .3})

	audio:Play()

	-- Fade in the audio track
	fadeTween:Play()
	fadeTween.Completed:Connect(function(State)
		if State == Enum.PlaybackState.Completed then
			fadeTween:Destroy()
		end
	end)
end

return AudioPlayer


Prompt:
-- Actual measured distance to the camera Focus point, which may be needed in special circumstances, but should
-- never be used as the starting point for updating the nominal camera-to-subject distance (self.currentSubjectDistance)
-- since that is a desired target value set only by mouse wheel (or equivalent) input, PopperCam, and clamped to min max camera distance

Response:
function BaseCamera:GetMeasuredDistanceToFocus()
	local camera = game.Workspace.CurrentCamera
	if camera then
		return (camera.CoordinateFrame.p - camera.Focus.p).magnitude
	end
	return nil
end

function BaseCamera:GetCameraLookVector()
	return game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame.lookVector or UNIT_Z
end


Prompt: -- run for the first time

Response:
if portalTemplate:GetAttribute('FallbackImage') then
	updateFallbackImage()
end


Prompt: -- Loading

Response:
local CutsceneFolder = workspace.Cutscenes:WaitForChild("Start") -- The folder that contains the cutscene data (Cameras...)
local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around!
local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded
local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once.

local Cutscene = require(CutsceneModule)

local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene
Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder

local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch")
local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin")
local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded")
local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied")
local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire")
local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire")
local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying")
local CharacterProtector = script:FindFirstChild("CharacterProtector")
local Music = script:FindFirstChild("Music")
local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished")
local StopOnEventFire = script:FindFirstChild("StopOnEventFire")
local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire")
local PlayOnce = script:FindFirstChild("PlayOnce")
local Debounce = script:FindFirstChild("Cooldown")
local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove")
local bin = true
local Player = game:GetService("Players").LocalPlayer
local CutsceneGui = script:FindFirstChild("Cutscene")


Prompt: -- Libraries

Response:
local Libraries = Tool:WaitForChild 'Libraries'
local Support = require(Libraries:WaitForChild 'SupportLibrary')
local Maid = require(Libraries:WaitForChild 'Maid')


Prompt: -- CONSTANTS

Response:
local GuiLib = script.Parent.Parent
local Lazy = require(GuiLib:WaitForChild("LazyLoader"))
local Defaults = GuiLib:WaitForChild("Defaults")

local UIS = game:GetService("UserInputService")
local RUNSERVICE = game:GetService("RunService")
local CONSTANTS = require(script:WaitForChild("CONSTANTS"))

local PI = math.pi
local TAU = CONSTANTS.TAU
local EX_OFFSET = CONSTANTS.EX_OFFSET

local GAMEPAD_CLICK = {
	[Enum.KeyCode.ButtonA] = true
}

local MOUSE_GROUP = {
	[Enum.UserInputType.MouseButton1] = true,
	[Enum.UserInputType.MouseMovement] = true,
	[Enum.UserInputType.Touch] = true
}

local GAMEPAD_GROUP = {
	[Enum.UserInputType.Gamepad1] = true,
	[Enum.UserInputType.Gamepad2] = true,
	[Enum.UserInputType.Gamepad3] = true,
	[Enum.UserInputType.Gamepad4] = true,
	[Enum.UserInputType.Gamepad5] = true,
	[Enum.UserInputType.Gamepad6] = true,
	[Enum.UserInputType.Gamepad7] = true,
	[Enum.UserInputType.Gamepad8] = true
}

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


Prompt:
--				if runAnimTrack.Looped ~= true then
--					runAnimTrack.TimePosition = 0.0
--				end

Response:
				if currentAnimTrack.Looped ~= true then
					currentAnimTrack.TimePosition = 0.0
				end
			else


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

Response:
local car = script.Parent.Car.Value
local handler = car.Brakeoverheat
local FE = workspace.FilteringEnabled
car.DriveSeat.Brakes:Play()
if not FE then
  while wait() do
    if script.Parent.Values.Brake.Value > 0.1 and (car.Wheels.RR.RotVelocity.Magnitude + car.Wheels.FR.RotVelocity.Magnitude + car.Wheels.FL.RotVelocity.Magnitude + car.Wheels.RL.RotVelocity.Magnitude) / 4 > 10 and script.Parent.Values.Gear.Value > 0 then
      car.DriveSeat.Brakes.Volume = math.max(script.Parent.Values.Brake.Value / 2 - 0.35, 0)
    else
      car.DriveSeat.Brakes.Volume = math.max(car.DriveSeat.Brakes.Volume - 10, 0)
    end
  end
else
  handler:FireServer("SoundPlay")
  while wait() do
    handler:FireServer("SoundUpdate", sound)
    if script.Parent.Values.Brake.Value > 0.1 and (car.Wheels.RR.RotVelocity.Magnitude + car.Wheels.FR.RotVelocity.Magnitude + car.Wheels.FL.RotVelocity.Magnitude + car.Wheels.RL.RotVelocity.Magnitude) / 4 > 10 and script.Parent.Values.Gear.Value > 0 then
      sound = math.max(script.Parent.Values.Brake.Value / 2 - 0.35, 0)
    else
      sound = math.max(car.DriveSeat.Brakes.Volume - 10, 0)
    end
  end
end


Prompt: -- Updates the GUI whenever the player starts to give them the most up to date status.

Response:
updateText()

points.Changed:Connect(updateText)


Prompt: --| Service |--

Response:
local Players = game:GetService("Players")
local Replicated = game:GetService("ReplicatedStorage")
local Debris = game:GetService("Debris")


Prompt: -- functions

Response:
local function DropAmmo(ammo, position, amount)
	local drop	= DROP:Clone()
		drop.Name	= ammo
		drop.CFrame	= CFrame.new(position)

		local itemValue		= Instance.new("StringValue")
			itemValue.Name		= "Ammo"
			itemValue.Value		= ammo
			itemValue.Parent	= drop

		local amountValue	= Instance.new("IntValue")
			amountValue.Name	= "Stack"
			amountValue.Value	= amount
			amountValue.Parent	= drop

		drop.Parent	= DROPS
end

local function DropAttachment(attachment, position)
	local drop	= DROP:Clone()
		drop.Name	= attachment
		drop.CFrame	= CFrame.new(position)

		local itemValue		= Instance.new("StringValue")
			itemValue.Name		= "Attachment"
			itemValue.Value		= attachment
			itemValue.Parent	= drop

		drop.Parent	= DROPS
end

local function DropArmor(armor, position)
	local drop	= DROP:Clone()
		drop.Name	= armor
		drop.CFrame	= CFrame.new(position)

		local itemValue		= Instance.new("StringValue")
			itemValue.Name		= "Armor"
			itemValue.Value		= armor
			itemValue.Parent	= drop

		drop.Parent	= DROPS
end

local function DropItem(item, position, base)
	if not base then
		base	= ITEMS:FindFirstChild(item)
	end

	local drop	= DROP:Clone()
		drop.Name	= item
		drop.CFrame	= CFrame.new(position)

		local itemValue		= Instance.new("StringValue")
			itemValue.Name		= "Item"
			itemValue.Value		= item
			itemValue.Parent	= drop

		if base:FindFirstChild("Ammo") then
			base.Ammo:Clone().Parent	= drop
		end

		if base:FindFirstChild("Loaded") then
			base.Loaded:Clone().Parent	= drop
		end

		if base:FindFirstChild("Attachments") then
			local attachments	= Instance.new("Folder")
				attachments.Name	= "Attachments"
				attachments.Parent	= drop

			for _, attachment in pairs(base.Attachments:GetChildren()) do
				local val	= Instance.new("StringValue")
					val.Name	= attachment.Name
					val.Value	= attachment.Name
					val.Parent	= attachments
			end
		end

		drop.Parent	= DROPS
end

local function DropBooster(item, position, amount)
	local base	= ITEMS:FindFirstChild(item)

	local drop	= DROP:Clone()
		drop.Name	= item
		drop.CFrame	= CFrame.new(position)

		local itemValue		= Instance.new("StringValue")
			itemValue.Name		= "Booster"
			itemValue.Value		= item
			itemValue.Parent	= drop

		local stackValue	= Instance.new("IntValue")
			stackValue.Name		= "Stack"
			stackValue.Value	= (amount ~= nil and amount or base.Stack.Value)
			stackValue.Parent	= drop

		drop.Parent	= DROPS
end

local function DropThrowable(item, position, base)
	if not base then
		base	= ITEMS:FindFirstChild(item)
	end

	local drop	= DROP:Clone()
		drop.Name	= item
		drop.CFrame	= CFrame.new(position)

		local itemValue		= Instance.new("StringValue")
			itemValue.Name		= "Throwable"
			itemValue.Value		= item
			itemValue.Parent	= drop

		if base:FindFirstChild("Stack") then
			base.Stack:Clone().Parent	= drop
		else
			local stackValue	= Instance.new("IntValue")
				stackValue.Name		= "Stack"
				stackValue.Value	= 1
				stackValue.Parent	= drop
		end

		drop.Parent	= DROPS
end

local function Drop(item, position, ...)
	local ignore	= {Workspace.Effects, Workspace.Drops, Workspace.ItemSpawns}

	for _, player in pairs(Players:GetPlayers()) do
		if player.Character then
			table.insert(ignore, player.Character)
		end
	end

	local ray		= Ray.new(position + Vector3.new(0, 5, 0), Vector3.new(0, -10, 0))
	local _, pos	= Workspace:FindPartOnRayWithIgnoreList(ray, ignore)

	position	= pos + Vector3.new(0, 2, 0)

	local base		= ITEMS[item]
	local config	= require(base.Config)

	if config.Type == "Ammo" then
		DropAmmo(item, position, ...)
	elseif config.Type == "Booster" then
		DropBooster(item, position, ...)
	elseif config.Type == "Throwable" then
		DropThrowable(item, position, ...)
	elseif config.Type == "Armor" then
		DropArmor(item, position, ...)
	elseif config.Type == "Attachment" then
		DropAttachment(item, position, ...)
	else
		DropItem(item, position, ...)
	end
end

local function AddAttachment(item, attach)
	local attachments	= item:FindFirstChild("Attachments")
	local config		= require(ITEMS[attach].Config)

	if attachments and not attachments:FindFirstChild(attach) then
		if item.PrimaryPart:FindFirstChild(config.Attach .. "Attach") then
			local attachment	= ITEMS[attach]:Clone()

			for _, a in pairs(attachments:GetChildren()) do
				local c	= require(a.Config)
				if c.Attach == config.Attach then
					DropAttachment(a.Name, item.Parent.Parent.HumanoidRootPart.CFrame:pointToWorldSpace(Vector3.new(0, 0, -3)))
					a:Destroy()
				end
			end

			local weld	= Instance.new("Weld")
				weld.Part0	= item.PrimaryPart
				weld.Part1	= attachment.PrimaryPart
				weld.C0		= item.PrimaryPart[config.Attach .. "Attach"].CFrame
				weld.C1		= attachment.PrimaryPart.Attach.CFrame
				weld.Parent	= attachment.PrimaryPart

			attachment.Parent	= attachments

			return true
		end
	end
	return false
end

local function SwapAttachment(player, attachment, item)
	if attachment and item then
		local character	= player.Character
		if character then
			local items		= character.Items
			if attachment:IsDescendantOf(items) and item.Parent == items then
				local config	= require(attachment.Config)
				if config.Type == "Attachment" and item:FindFirstChild("Attachments") then
					local from, to	= attachment.Parent.Parent, item
					local send, receive

					if to.PrimaryPart:FindFirstChild(config.Attach .. "Attach") and not to.Attachments:FindFirstChild(attachment.Name) then
						for _, other in pairs(to.Attachments:GetChildren()) do
							local oConfig	= require(other.Config)
							if oConfig.Attach == config.Attach then
								receive	= other.Name
								other:Destroy()
								break
							end
						end

						send	= attachment.Name
						attachment:Destroy()
					end

					if send then
						AddAttachment(to, send)
					end
					if receive then
						AddAttachment(from, receive)
					end
				end
			end
		end
	end
end

local function Pickup(player, drop)
	local character	= player.Character
	if character then
		local humanoid	= character.Humanoid
		local rootPart	= character.HumanoidRootPart
		local items		= character.Items
		local equipped	= character.Equipped

		if humanoid.Health > 0 and (not humanoid.Down.Value) then
			if drop and drop.Parent == DROPS then
				local distance	= (rootPart.Position - drop.Position).Magnitude
				if distance < PICKUP_DISTANCE then
					if drop:FindFirstChild("Item") then
						local safe	= true
						if #items:GetChildren() >= MAX_BACKPACK then
							local current	= equipped.Value
							local config	= require(current.Config)

							if config.Permanent then
								safe	= false
							else
								if current:FindFirstChild("Attachments") and drop:FindFirstChild("Attachments") then
									local pickupBase	= ITEMS[drop.Name]
									for _, a in pairs(current.Attachments:GetChildren()) do
										local aConfig	= require(a.Config)
										local aSafe		= true
										for _, oa in pairs(drop.Attachments:GetChildren()) do
											local oaConfig	= require(ITEMS[oa.Name].Config)
											if oaConfig.Attach == aConfig.Attach then
												aSafe	= false
												break
											end
										end
										if not pickupBase.PrimaryPart:FindFirstChild(aConfig.Attach .. "Attach") then
											aSafe	= false
										end
										if aSafe then
											local val	= Instance.new("StringValue")
												val.Name	= a.Name
												val.Value	= a.Name
												val.Parent	= drop.Attachments

											a:Destroy()
										end
									end
								end
								Drop(current.Name, rootPart.CFrame:pointToWorldSpace(DROP_OFFSET), current)
								current:Destroy()
							end
						end
						if safe then
							local item	= ITEMS[drop.Item.Value]:Clone()

							if item:FindFirstChild("Ammo") and drop:FindFirstChild("Ammo") then
								item.Ammo.Value	= drop.Ammo.Value
							end
							if item:FindFirstChild("Loaded") and drop:FindFirstChild("Loaded") then
								item.Loaded.Value	= drop.Loaded.Value
							end
							if item:FindFirstChild("Attachments") and drop:FindFirstChild("Attachments") then
								for _, attach in pairs(drop.Attachments:GetChildren()) do
									AddAttachment(item, attach.Name)
								end
							end

							item.Parent	= items

							drop:Destroy()
						end
					elseif drop:FindFirstChild("Armor") then
						local item		= ITEMS[drop.Armor.Value]
						local config	= require(item.Config)

						local success	= ServerScriptService.ArmorScript.AddArmor:Invoke(character, config.Slots)

						if success then
							drop:Destroy()
						end
					elseif drop:FindFirstChild("Attachment") then
						local item	= equipped.Value
						if item then
							local success	= AddAttachment(item, drop.Attachment.Value)
							if success then
								drop:Destroy()
							end
						end
					elseif drop:FindFirstChild("Ammo") then
						local item		= ITEMS[drop.Ammo.Value]
						local config	= require(item.Config)

						character.Ammo[config.Size].Value	= character.Ammo[config.Size].Value + drop.Stack.Value

						drop:Destroy()
					elseif drop:FindFirstChild("Booster") then
						local item		= ITEMS[drop.Booster.Value]
						local config	= require(item.Config)

						if config.Boost == "Health" then
							local healthPacks	= character.HealthPacks

							if healthPacks.Value + drop.Stack.Value > MAX_HEALTH_PACKS then
								local dif	= MAX_HEALTH_PACKS - healthPacks.Value

								healthPacks.Value	= healthPacks.Value + dif
								drop.Stack.Value	= drop.Stack.Value - dif
							else
								healthPacks.Value	= healthPacks.Value + drop.Stack.Value
								drop:Destroy()
							end
						end
					elseif drop:FindFirstChild("Throwable") then
						local item		= ITEMS[drop.Throwable.Value]
						local config	= require(item.Config)

						for _, otherItem in pairs(items:GetChildren()) do
							if otherItem.Name == item.Name then
								if otherItem.Stack.Value < config.Stack then
									local dif	= config.Stack - otherItem.Stack.Value
									if drop.Stack.Value >= dif then
										drop.Stack.Value		= drop.Stack.Value - dif
										otherItem.Stack.Value	= otherItem.Stack.Value + dif
									else
										otherItem.Stack.Value	= otherItem.Stack.Value + drop.Stack.Value
										drop.Stack.Value		= 0
									end
								end
								if drop.Stack.Value == 0 then
									drop:Destroy()
									break
								end
							end
						end

						if drop and drop.Parent then
							local safe	= true
							if #items:GetChildren() >= MAX_BACKPACK then
								local current	= equipped.Value
								local config	= require(current.Config)

								if current.Name == drop.Name then
									safe	= false
								else
									Drop(current.Name, rootPart.CFrame:pointToWorldSpace(DROP_OFFSET), current)
									current:Destroy()
								end
							end
							if safe then
								local item	= ITEMS[drop.Name]:Clone()

								if item:FindFirstChild("Stack") and drop:FindFirstChild("Stack") then
									item.Stack.Value	= drop.Stack.Value
								end

								item.Parent	= items

								drop:Destroy()
							end
						end
					end
				end
			end
		end
	end
end

local function DropEverything(character)
	local rootPart		= character.HumanoidRootPart
	local humanoid		= character.Humanoid
	local items			= character.Items
	local ammo			= character.Ammo
	local healthPacks	= character.HealthPacks

	for _, item in pairs(items:GetChildren()) do
		Drop(item.Name, rootPart.Position + Vector3.new(math.random(-40, 40) / 10, 0, math.random(-40, 40) / 10), item)
	end
	for _, ammo in pairs(ammo:GetChildren()) do
		if ammo.Value > 0 then
			Drop(ammo.Name .. " Ammo", rootPart.Position + Vector3.new(math.random(-40, 40) / 10, 0, math.random(-40, 40) / 10), ammo.Value)
		end
	end
	if healthPacks.Value > 0 then
		Drop("Health Pack", rootPart.Position + Vector3.new(math.random(-40, 40) / 10, 0, math.random(-40, 40) / 10), healthPacks.Value)
	end
	DropArmor("Armor", rootPart.Position + Vector3.new(math.random(-40, 40) / 10, 0, math.random(-40, 40) / 10))
	if character:IsDescendantOf(Workspace) then
		items:ClearAllChildren()
	end
end


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

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

Response:
return PrepFilter("Multiply", function(background: number, foreground: number): number
	return ((foreground * 255) * (background * 255)) / 255
end)


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

Response:
	,VRecoil = {8,12}				--- Vertical Recoil
	,HRecoil = {8,12}				--- Horizontal Recoil
	,AimRecover = .7				---- Between 0 & 1

	,RecoilPunch = .15
	,VPunchBase = 2.5				--- Vertical Punch
	,HPunchBase = 1.7				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 5 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = .5
	,MaxRecoilPower = 3.5
	,RecoilPowerStepAmount = .25

	,MinSpread = 0.56				--- Min bullet spread value | Studs
	,MaxSpread = 35					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 0.5
	,WalkMultiplier = 0				--- Bullet spread based on player speed

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


Prompt: --If you want to learn how to script this piston, look at the ToggleScript.


Prompt:
--[[
	Start
]]

Response:
if PATROL_ENABLED then
	coroutine.wrap(function()
		patrol()
	end)()
end

coroutine.wrap(function()
	while isAlive() do
		if target and not attacking and isInstaceAttackable(target) then
			attack()
		end

		wait(1)
	end
end)()


Prompt: --!strict

Response:
local events = require(script.Parent.events)
local constants = require(script.Parent.constants)

local useVerboseLogging = false

local function log(messageType: string, message: string)
	if useVerboseLogging then
		print(("[%s] %s"):format(messageType, message))
	end
end


Prompt: -- TextLabel default properties

Response:
defaults.Font = "SourceSans"
defaults.TextColor3 = "White"
defaults.TextStrokeColor3 = "Black"
defaults.TextTransparency = 0
defaults.TextStrokeTransparency = 1
defaults.BackgroundTransparency = 1
defaults.BorderSizePixel = 0


Prompt: --//INSPARE//--

Response:
local player = game.Players.LocalPlayer
local lightOn = false


Prompt: -- declarations

Response:
local Figure = script.Parent
local Head = Figure:WaitForChild("Head")
local Humanoid = Figure:WaitForChild("Humanoid")
local regening = false
char = game.Players[Figure.Name].Character


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

Response:
function Transitions.onLeavePreGame(stateMachine, event, from, to, playerComponent)
	PlayerPreGame.leave(stateMachine, playerComponent)
end


Prompt:
--[[
	Fired when PostGame is entered, transitioning the server state
]]

Response:
function Transitions.onEnterPostGame(stateMachine, event, from, to)
	Logger.trace("Server state change: ", from, " -> ", to)
	ServerPostGame.enter(stateMachine)
end


Prompt:
--[[
    Try running a function which returns a promise and retry if the function throws
    and error or the promise rejects. The retry behaviour can be adapted using
    backoffOptions, which can customize the maximum number of retries and the backoff
    timing of the form [0, x^attemptNumber] + y where x is an exponent that produces
    a random exponential delay and y is a constant delay.

    maxTries - how many tries (including the first one) the function should be called
    retryExponentInSeconds - customize the backoff exponent
	retryConstantInSeconds - customize the backoff constant
    randomStream - use a Roblox "Random" instance to control the backoff
	shouldRetry(response) - called if maxTries > 1 to determine whether a retry should occur
    onRetry(waitTime, errorMessage) - a hook for when a retry is triggered, with the delay before retry and error message which caused the failure
    onDone(response, durationMs) - a hook for when the promise resolves
    onFail(errorMessage) - a hook for when the promise has failed and no more retries are allowed
]]

Response:
function AsyncUtils.retryWithBackoff(getPromise, backoffOptions)
	assert(type(getPromise) == "function")
	local function backoffThenRetry(errorMessage)
		local waitTime =
			(backoffOptions.retryExponentInSeconds ^ backoffOptions.attemptNumber) * backoffOptions.randomStream:NextNumber() +
			backoffOptions.retryConstantInSeconds
		backoffOptions.onRetry(waitTime, errorMessage)
		return AsyncUtils.delay(waitTime):andThen(
			function()
				return AsyncUtils.retryWithBackoff(
					getPromise,
					TableUtils.assign(
						{},
						backoffOptions,
						{
							maxTries = backoffOptions.maxTries - 1,
							attemptNumber = backoffOptions.attemptNumber + 1
						}
					)
				)
			end
		)
	end

	local function getDurationMs()
		return math.floor((tick() - backoffOptions.startTime) * 1000)
	end

	backoffOptions =
		TableUtils.assign(
		{
			startTime = tick(),
			maxTries = 5,
			attemptNumber = 0,
			retryExponentInSeconds = 5,
			retryConstantInSeconds = 2,
			randomStream = baseRandomStream,
			onRetry = function()
			end,
			onDone = function()
			end,
			onFail = function()
			end,
			shouldRetry = function()
				return true
			end
		},
		backoffOptions
	)
	assert(backoffOptions.maxTries > 0, "You must try a function at least once")

	local function shouldRetry(response)
		return backoffOptions.maxTries > 1 and backoffOptions.shouldRetry(response)
	end

	local function retryIfShouldElseCallOnFailAndReturn(response, failHandler)
		if shouldRetry(response) then
			return backoffThenRetry(response)
		else
			backoffOptions.onFail(response)
			return failHandler(response)
		end
	end

	local function callOnDoneAndReturnPromise(response)
		backoffOptions.onDone(response, getDurationMs())
		return Promise.is(response) and response or Promise.resolve(response)
	end

	local ok, response =
		pcall(
		function()
			return getPromise()
		end
	)

	if ok then
		if Promise.is(response) then
			return response:catch(
				function(response)
					return retryIfShouldElseCallOnFailAndReturn(response, error)
				end
			):andThen(callOnDoneAndReturnPromise)
		else
			return callOnDoneAndReturnPromise(response)
		end
	else
		return retryIfShouldElseCallOnFailAndReturn(response, Promise.reject)
	end
end

return AsyncUtils


Prompt:
-- StreamableUtil
-- Stephen Leitnick
-- March 03, 2021


Prompt: --// Damage Settings

Response:
	BaseDamage = 34; -- Torso Damage
	LimbDamage = 25; -- Arms and Legs
	ArmorDamage = 25; -- How much damage is dealt against armor (Name the armor "Armor")
	HeadDamage = 47; -- If you set this to 100, there's a chance the player won't die because of the heal script


Prompt:
-- Takes an instance and overlays it on top of a parent. This is used for
-- overlaying a DevModule's DataModel-based layout on top of existing services.

Response:
local function overlay(instance: Instance, parent: Instance)
	for _, child in ipairs(instance:GetChildren()) do
		local existingChild = parent:FindFirstChild(child.Name)

		if existingChild and child.ClassName == "Folder" then
			overlay(child, existingChild)
		else
			move(child, parent)
		end
	end
end


Prompt: -- 100 == 1  0 == 0  1/0.5

Response:
function JamCalculation()
	local L_182_
	if (math.random(1, 100) <= L_24_.JamChance) then
		L_182_ = true
		L_75_ = true
	else
		L_182_ = false
	end
	return L_182_
end

function TracerCalculation()
	local L_183_
	if (math.random(1, 100) <= L_24_.TracerChance) then
		L_183_ = true
	else
		L_183_ = false
	end
	return L_183_
end

function ScreamCalculation()
	local L_184_
	if (math.random(1, 100) <= L_24_.SuppressCalloutChance) then
		L_184_ = true
	else
		L_184_ = false
	end
	return L_184_
end

function SearchResupply(L_185_arg1)
	local L_186_ = false
	local L_187_ = nil

	if L_185_arg1:FindFirstChild('ResupplyVal') or L_185_arg1.Parent:FindFirstChild('ResupplyVal') then
		L_186_ = true
		if L_185_arg1:FindFirstChild('ResupplyVal') then
			L_187_ = L_185_arg1.ResupplyVal
		elseif L_185_arg1.Parent:FindFirstChild('ResupplyVal') then
			L_187_ = L_185_arg1.Parent.ResupplyVal
		end
	end
	return L_186_, L_187_
end

function CheckReverb()
	local L_188_, L_189_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList);

	if L_188_ then
		local L_190_ = L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new("ReverbSoundEffect", L_59_:WaitForChild('Fire'))
	elseif not L_188_ then
		if L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then
			L_59_.Fire.ReverbSoundEffect:Destroy()
		end
	end
end

function UpdateAmmo()
	L_29_.Text = L_103_
	L_30_.Text = L_29_.Text

	L_31_.Text = '| ' .. math.ceil(L_104_ / L_24_.StoredAmmo)
	L_32_.Text = L_31_.Text

	if L_93_ == 0 then
		L_40_.Image = 'rbxassetid://' .. 1868007495
	elseif L_93_ == 1 then
		L_40_.Image = 'rbxassetid://' .. 1868007947
	elseif L_93_ == 2 then
		L_40_.Image = 'rbxassetid://' .. 1868008584
	end

	if L_92_ == 1 then
		L_35_.BackgroundTransparency = 0
		L_36_.BackgroundTransparency = 0.7
		L_37_.BackgroundTransparency = 0.7
		L_38_.BackgroundTransparency = 0.7
		L_39_.BackgroundTransparency = 0.7
	elseif L_92_ == 2 then
		L_35_.BackgroundTransparency = 0
		L_36_.BackgroundTransparency = 0
		L_37_.BackgroundTransparency = 0
		L_38_.BackgroundTransparency = 0
		L_39_.BackgroundTransparency = 0
	elseif L_92_ == 3 then
		L_35_.BackgroundTransparency = 0
		L_36_.BackgroundTransparency = 0
		L_37_.BackgroundTransparency = 0
		L_38_.BackgroundTransparency = 0.7
		L_39_.BackgroundTransparency = 0.7
	elseif L_92_ == 4 then
		L_35_.BackgroundTransparency = 0
		L_36_.BackgroundTransparency = 0
		L_37_.BackgroundTransparency = 0
		L_38_.BackgroundTransparency = 0
		L_39_.BackgroundTransparency = 0.7
	elseif L_92_ == 5 then
		L_35_.BackgroundTransparency = 0
		L_36_.BackgroundTransparency = 0.7
		L_37_.BackgroundTransparency = 0
		L_38_.BackgroundTransparency = 0.7
		L_39_.BackgroundTransparency = 0.7
	elseif L_92_ == 6 then
		L_35_.BackgroundTransparency = 0
		L_36_.BackgroundTransparency = 0.7
		L_37_.BackgroundTransparency = 0
		L_38_.BackgroundTransparency = 0
		L_39_.BackgroundTransparency = 0.7
	end

end


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

Response:
Elevator:WaitForChild("Direction").Changed:connect(function(val)
    if val == 1 then
		This.Display.ARW1.UP.Transparency = 0
		This.Display.ARW1.MID.Transparency = 0
		This.Display.ARW1.DOWN.Transparency = 1
    elseif val == -1 then
		This.Display.ARW1.UP.Transparency = 1
		This.Display.ARW1.MID.Transparency = 0
		This.Display.ARW1.DOWN.Transparency = 0
	else
		This.Display.ARW1.UP.Transparency = 1
		This.Display.ARW1.MID.Transparency = 1
		This.Display.ARW1.DOWN.Transparency = 1
    end
end)


Prompt: -- Constants

Response:
local DEBUG = false								-- Whether or not to use debugging features of FastCast, such as cast visualization.
local BULLET_SPEED = 100							-- Studs/second - the speed of the bullet
local BULLET_MAXDIST = 1000							-- The furthest distance the bullet can travel
local BULLET_GRAVITY = Vector3.new(0, -workspace.Gravity, 0)		-- The amount of gravity applied to the bullet in world space (so yes, you can have sideways gravity)
local MIN_BULLET_SPREAD_ANGLE = 1					-- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The least accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. Generally you want to keep this at 0 so there's at least some chance of a 100% accurate shot.
local MAX_BULLET_SPREAD_ANGLE = 4					-- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The most accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. This cannot be less than the value above. A value of 90 will allow the gun to shoot sideways at most, and a value of 180 will allow the gun to shoot backwards at most. Exceeding 180 will not add any more angular varience.
local FIRE_DELAY = 0								-- The amount of time that must pass after firing the gun before we can fire again.
local BULLETS_PER_SHOT = 1							-- The amount of bullets to fire every shot. Make this greater than 1 for a shotgun effect.
local PIERCE_DEMO = true							-- True if the pierce demo should be used. See the CanRayPierce function for more info.


Prompt: -- zone 0 is all zones, any other zone is whatever that zone is (integer)


Prompt: --// Setting things up

Response:
for ind,loc in next,{
	_G = _G;
	game = game;
	spawn = spawn;
	script = script;
	getfenv = getfenv;
	setfenv = setfenv;
	workspace = workspace;
	getmetatable = getmetatable;
	setmetatable = setmetatable;
	loadstring = loadstring;
	coroutine = coroutine;
	rawequal = rawequal;
	typeof = typeof;
	print = print;
	math = math;
	warn = warn;
	error = error;
	pcall = pcall;
	xpcall = xpcall;
	select = select;
	rawset = rawset;
	rawget = rawget;
	ipairs = ipairs;
	pairs = pairs;
	next = next;
	Rect = Rect;
	Axes = Axes;
	os = os;
	tick = tick;
	Faces = Faces;
	delay = delay;
	unpack = unpack;
	string = string;
	Color3 = Color3;
	newproxy = newproxy;
	tostring = tostring;
	tonumber = tonumber;
	Instance = Instance;
	TweenInfo = TweenInfo;
	BrickColor = BrickColor;
	NumberRange = NumberRange;
	ColorSequence = ColorSequence;
	NumberSequence = NumberSequence;
	ColorSequenceKeypoint = ColorSequenceKeypoint;
	NumberSequenceKeypoint = NumberSequenceKeypoint;
	PhysicalProperties = PhysicalProperties;
	Region3int16 = Region3int16;
	Vector3int16 = Vector3int16;
	elapsedTime = elapsedTime;
	require = require;
	table = table;
	type = type;
	wait = wait;
	Enum = Enum;
	UDim = UDim;
	UDim2 = UDim2;
	Vector2 = Vector2;
	Vector3 = Vector3;
	Region3 = Region3;
	CFrame = CFrame;
	Ray = Ray;
	service = service;
} do locals[ind] = loc end