Prompt: --SHA2 is big-endian

Response:
local bytes2word = function(b0,b1,b2,b3)
	local i = b0; i = LSHIFT(i,8);
	i = OR(i,b1); i = LSHIFT(i,8);
	i = OR(i,b2); i = LSHIFT(i,8);
	i = OR(i,b3);
	return i;
end

local word2bytes = function(word)
	local b0,b1,b2,b3;
	b3 = AND(word,0xFF); word = RSHIFT(word,8);
	b2 = AND(word,0xFF); word = RSHIFT(word,8);
	b1 = AND(word,0xFF); word = RSHIFT(word,8);
	b0 = AND(word,0xFF);
	return b0,b1,b2,b3;
end

local bytes2dword = function(b0,b1,b2,b3,b4,b5,b6,b7)
	local i = bytes2word(b0,b1,b2,b3);
	local j = bytes2word(b4,b5,b6,b7);
	return (i*0x100000000)+j;
end

local dword2bytes = function(i)
	local b4,b5,b6,b7 = word2bytes(i);
	local b0,b1,b2,b3 = word2bytes(Math.floor(i/0x100000000));
	return b0,b1,b2,b3,b4,b5,b6,b7;
end

local SHA2_256 = function()

	local queue = Queue();

	local h0 = 0x6a09e667;
	local h1 = 0xbb67ae85;
	local h2 = 0x3c6ef372;
	local h3 = 0xa54ff53a;
	local h4 = 0x510e527f;
	local h5 = 0x9b05688c;
	local h6 = 0x1f83d9ab;
	local h7 = 0x5be0cd19;

	local public = {};

	local processBlock = function()
		local a = h0;
		local b = h1;
		local c = h2;
		local d = h3;
		local e = h4;
		local f = h5;
		local g = h6;
		local h = h7;

		local w = {};

		for i=0,15 do
			w[i] = bytes2word(queue.pop(),queue.pop(),queue.pop(),queue.pop());
		end

		for i=16,63 do
			local s0 = XOR(RROT(w[i-15],7), XOR(RROT(w[i-15],18), RSHIFT(w[i-15],3)));
			local s1 = XOR(RROT(w[i-2],17), XOR(RROT(w[i-2], 19), RSHIFT(w[i-2],10)));
			w[i] = AND(w[i-16] + s0 + w[i-7] + s1, 0xFFFFFFFF);
		end

		for i=0,63 do
			local s1 = XOR(RROT(e,6), XOR(RROT(e,11),RROT(e,25)));
			local ch = XOR(AND(e,f), AND(NOT(e),g));
			local temp1 = h + s1 + ch + CONSTANTS[i+1] + w[i];
			local s0 = XOR(RROT(a,2), XOR(RROT(a,13), RROT(a,22)));
			local maj = XOR(AND(a,b), XOR(AND(a,c), AND(b,c)));
			local temp2 = s0 + maj;

			h = g;
			g = f;
			f = e;
			e = d + temp1;
			d = c;
			c = b;
			b = a;
			a = temp1 + temp2;
		end

		h0 = AND(h0 + a, 0xFFFFFFFF);
		h1 = AND(h1 + b, 0xFFFFFFFF);
		h2 = AND(h2 + c, 0xFFFFFFFF);
		h3 = AND(h3 + d, 0xFFFFFFFF);
		h4 = AND(h4 + e, 0xFFFFFFFF);
		h5 = AND(h5 + f, 0xFFFFFFFF);
		h6 = AND(h6 + g, 0xFFFFFFFF);
		h7 = AND(h7 + h, 0xFFFFFFFF);
	end

	public.init = function()
		queue.reset();

		h0 = 0x6a09e667;
		h1 = 0xbb67ae85;
		h2 = 0x3c6ef372;
		h3 = 0xa54ff53a;
		h4 = 0x510e527f;
		h5 = 0x9b05688c;
		h6 = 0x1f83d9ab;
		h7 = 0x5be0cd19;

		return public;
	end

	public.update = function(bytes)
		for b in bytes do
			queue.push(b);
			if queue.size() >= 64 then processBlock(); end
		end

		return public;
	end

	public.finish = function()
		local bits = queue.getHead() * 8;

		queue.push(0x80);
		while ((queue.size()+7) % 64) < 63 do
			queue.push(0x00);
		end

		local b0,b1,b2,b3,b4,b5,b6,b7 = dword2bytes(bits);

		queue.push(b0);
		queue.push(b1);
		queue.push(b2);
		queue.push(b3);
		queue.push(b4);
		queue.push(b5);
		queue.push(b6);
		queue.push(b7);

		while queue.size() > 0 do
			processBlock();
		end

		return public;
	end

	public.asBytes = function()
		local  b0, b1, b2, b3 = word2bytes(h0);
		local  b4, b5, b6, b7 = word2bytes(h1);
		local  b8, b9,b10,b11 = word2bytes(h2);
		local b12,b13,b14,b15 = word2bytes(h3);
		local b16,b17,b18,b19 = word2bytes(h4);
		local b20,b21,b22,b23 = word2bytes(h5);
		local b24,b25,b26,b27 = word2bytes(h6);
		local b28,b29,b30,b31 = word2bytes(h7);

		return {  b0, b1, b2, b3, b4, b5, b6, b7, b8, b9,b10,b11,b12,b13,b14,b15
				,b16,b17,b18,b19,b20,b21,b22,b23,b24,b25,b26,b27,b28,b29,b30,b31};
	end

	public.asHex = function()
		local  b0, b1, b2, b3 = word2bytes(h0);
		local  b4, b5, b6, b7 = word2bytes(h1);
		local  b8, b9,b10,b11 = word2bytes(h2);
		local b12,b13,b14,b15 = word2bytes(h3);
		local b16,b17,b18,b19 = word2bytes(h4);
		local b20,b21,b22,b23 = word2bytes(h5);
		local b24,b25,b26,b27 = word2bytes(h6);
		local b28,b29,b30,b31 = word2bytes(h7);

		local fmt = "%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x"

		return String.format(fmt, b0, b1, b2, b3, b4, b5, b6, b7, b8, b9,b10,b11,b12,b13,b14,b15
				,b16,b17,b18,b19,b20,b21,b22,b23,b24,b25,b26,b27,b28,b29,b30,b31);
	end

	return public;

end

return SHA2_256;


Prompt: --script.Parent.Parent.Values.RPM.Changed:connect(function()

Response:
function Spool()
	--When In Neutral
	if Values.Horsepower.Value == 0 then
		totalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/8)-(((totalPSI/WasteGatePressure*(WasteGatePressure/15)))))*((36/TurboSize)*3))/WasteGatePressure)*15)
		if totalPSI < 0.05 then
			totalPSI = 0.05
		end
		if totalPSI > 2 then
			totalPSI = 2
		end
		--TEST

	end
	--When Driving
	if Values.Horsepower.Value > 0 then
		totalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/8)-(((totalPSI/WasteGatePressure*(WasteGatePressure/15)))))*((36/TurboSize)*3))/WasteGatePressure)*15)
		if totalPSI < 0.05 then
			totalPSI = 0.05
		end
		if totalPSI > 2 then
			totalPSI = 2
		end
		--TEST

	end

	actualPSI = totalPSI/2

	if FE then
		local BP = totalPSI

		handler:FireServer(totalPSI,actualPSI,Throttle,BOVFix,BOV_Loudness,TurboLoudness,BOV_Pitch)
	else
		local Throttle2 = Throttle
		local W = car.DriveSeat:WaitForChild("Whistle")
		local B = car.DriveSeat:WaitForChild("BOV")

		local bvol = B.Volume

		if Throttle2 < 0 then
			Throttle2 = 0
		end
		W.Pitch = (totalPSI)
		W.Volume = (totalPSI/4)*TurboLoudness
		B.Pitch = (1 - (-totalPSI/20))*BOV_Pitch
		B.Volume = (((-0.5+((totalPSI/2)*BOV_Loudness)))*(1 - script.Parent.Parent.Values.Throttle.Value))

	end
	end


Prompt: -- functions

Response:
function stopAllAnimations()
	local oldAnim = currentAnim

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

	if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
		oldAnim = "idle"
		currentlyPlayingEmote = false
	end

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

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

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end

	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end

	return oldAnim
end

function getHeightScale()
	if Humanoid then
		if not Humanoid.AutomaticScalingEnabled then
			return 1
		end

		local scale = Humanoid.HipHeight / HumanoidHipHeight
		if AnimationSpeedDampeningObject == nil then
			AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
		end
		if AnimationSpeedDampeningObject ~= nil then
			scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
		end
		return scale
	end
	return 1
end

local smallButNotZero = 0.0001
function setRunSpeed(speed)
	local speedScaled = speed * 1.25
	local heightScale = getHeightScale()
	local runSpeed = speedScaled / heightScale

	if runSpeed ~= currentAnimSpeed then
		if runSpeed < 0.33 then
			currentAnimTrack:AdjustWeight(1.0)
			runAnimTrack:AdjustWeight(smallButNotZero)
		elseif runSpeed < 0.66 then
			local weight = ((runSpeed - 0.33) / 0.33)
			currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
			runAnimTrack:AdjustWeight(weight + smallButNotZero)
		else
			currentAnimTrack:AdjustWeight(smallButNotZero)
			runAnimTrack:AdjustWeight(1.0)
		end
		currentAnimSpeed = runSpeed
		runAnimTrack:AdjustSpeed(runSpeed)
		currentAnimTrack:AdjustSpeed(runSpeed)
	end
end

function setAnimationSpeed(speed)
	if currentAnim == "walk" then
		setRunSpeed(speed)
	else
		if speed ~= currentAnimSpeed then
			currentAnimSpeed = speed
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		if currentAnim == "walk" then
			if userNoUpdateOnLoop == true then
				if runAnimTrack.Looped ~= true then
					runAnimTrack.TimePosition = 0.0
				end
				if currentAnimTrack.Looped ~= true then
					currentAnimTrack.TimePosition = 0.0
				end
			else
				runAnimTrack.TimePosition = 0.0
				currentAnimTrack.TimePosition = 0.0
			end
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end

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

				repeatAnim = "idle"
				currentlyPlayingEmote = false
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

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

local function switchToAnim(anim, animName, transitionTime, humanoid)
	-- switch animation
	if (anim ~= currentAnimInstance) then

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

		if (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
			if userNoUpdateOnLoop == true then
				runAnimTrack = nil
			end
		end

		currentAnimSpeed = 1.0

		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core

		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)

		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)

			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		end
	end
end

function playAnimation(animName, transitionTime, humanoid)
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	switchToAnim(anim, animName, transitionTime, humanoid)
	currentlyPlayingEmote = false
end


Prompt: -- Initialize the tool

Response:
local CollisionTool = {

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

};


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

Response:
local offset			= (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-4.3,4.3)/3,100,math.random(-4.3,4.3)/3).p
							- parts.Parent.Gun.Muzzle.Position).unit
							*script.Parent.Stats.GunVelocity.Value
local point1			= parts.Parent.Gun.Muzzle.Position


Prompt: --Services

Response:
local debrisService = game:GetService("Debris")
local runService = game:GetService("RunService")
local tweenService = game:GetService("TweenService")


Prompt: --Set up returned table

Response:
local Input = {}
	Input.Triggers = 0 --Triggers
	Input.LStickX = 0 --L/R on left stick
	Input.LStickY = 0	--F/B on left stick
	Input.Forward = 0 --W/S or Up/Down
	Input.Strafe = 0 --A/D or Left/Right
	Input.Shift = 0 --LShift/LControl
	--Input.Flip = 0 --C key / Y button
	--TODO: Include inputs for Entering Car (E) and redress (C)
	Input.InputMode = "Keyboard"
	Input.TypeChanged = script.TypeChanged.Event --Allow the vehicle to know when the input changed
	Input.ActionFired = script.ActionFired.Event --Allow vehicle to know when special key is fired


Prompt:
--[[
Welds two parts.
--]]

Response:
local function WeldBetween(Part1,Part2)
	local Weld = Instance.new("Weld")
	Weld.Part0 = Part1
	Weld.Part1 = Part2
	Weld.C0 = Part1.CFrame:inverse()
	Weld.C1 = Part2.CFrame:inverse()
	Weld.Parent = Part1
end


Response:
while true do
Puerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0.5)
Puerta2.BodyVelocity.velocity = Vector3.new(0, 0, -0.5)
wait(8)
Puerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Puerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)
break
end


Prompt: --I advise to keep true if this tool has a "FlyScript" created after 20/7/2011 ( see child of this script)

Response: local Vert_keep = true-- set to false if U DONT want the tool to Go only Up if u press/hold the U/J key


Prompt: -- Variables

Response:
if script.Parent.Damage.Value < 1 then

local Vehicle = script.Parent
print("Vehicle Destroy Script Enabled")

local Engine = Vehicle.Parts.Engine

Vehicle:findFirstChild("Destroyed").Value = true

	-- Seat Variables
	Vehicle.Parts:findFirstChild("VehicleSeat").Disabled = true

	-- End of Seat Variables


Prompt: -- LocalScript

Response:
local numValue = Player.CoinBoost -- substitua "NumValue" pelo nome da sua NumberValue
local textLabel = script.Parent -- substitua "TextLabel" pelo nome do seu TextLabel


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

Response:
export type Computed<T> = StateObject<T> & Dependent & {
	-- kind: "Computed" (add this when Luau supports singleton types)
}


Prompt: --This script will go into the humanoid, and slowly make the Health go to 0.

Response:
Length = 150
Lethality = 0.5
WaitTime = 0


Prompt:
--[[
	-- Original By Kip Turner, Copyright Roblox 2014
	-- Updated by Garnold to utilize the new PathfindingService API, 2017
	-- 2018 PlayerScripts Update - AllYourBlox
--]]


Prompt: -- Set load indicator to true upon load completion

Response: Indicator.Value = true;


Response:
Monster:Initialize()
Monster:InitializeUnique()

game:GetService("RunService").Heartbeat:Connect(function()
	if not Monster:IsAlive() then
		if Data.IsDead == false then
			Data.IsDead = true
			Data.TimeOfDeath = tick()
			Self.Died:Fire()
		end
		if Data.IsDead == true then
			if tick()-Data.TimeOfDeath > Info.RespawnWaitTime then
				Monster:Respawn()
			end
		end
	end

	if Monster:IsAlive() then
		Monster:Update()
	end
end)


Prompt: -- Whopper whopper whopper whopper junior double triple whopper flame-grilled taste with perfect toppers i rule this day lettuce mayo pickle ketchup its okay if i dont want that impossible with bacon whopper my way

Response:
wait(1);
local u1 = game:GetService("Players").LocalPlayer.Character.Humanoid:LoadAnimation((script:FindFirstChild("Animation")));
script.Parent.Equipped:Connect(function()
	for i = 1,10 do
		script.Parent.Handle.SpotLight.Brightness = script.Parent.Handle.SpotLight.Brightness - 1
		wait(2.5)
	end
end)
script.Parent.Equipped:Connect(function()
	script.Parent.Handle["Light Bulb Buzz 2 (SFX)"].Playing = true
end)
script.Parent.Unequipped:Connect(function()
	script.Parent.Handle["Light Bulb Buzz 2 (SFX)"].Playing = false
end)
script.Parent.Activated:Connect(function()
	u1:play();
	script.Parent.Handle.Sound:Play()
	script.Parent.Handle.SpotLight.Brightness += 1
	if script.Parent.Handle.SpotLight.Brightness >= 10 then
		script.Parent.Handle.SpotLight.Brightness = 10
	end
end);


Prompt: --Setup animation here--

Response:
setup(animation.SL1,0.001)
setup(animation.SL2,0.001)
setup(animation.SL3,0.001)
setup(animation.SL4,0.001)
setup(animation.F1,0.001)
setup(animation.F2,0.001)
setup(animation.F3,0.001)
setup(animation.F4,0.001)
setup(animation.FF1,0.001)
setup(animation.FF2,0.001)
setup(animation.FF3,0.001)
setup(animation.FF4,0.001)
setup(animation.S1,0.01)
setup(animation.S2,0.01)
setup(animation.S3,0.01)
setup(animation.S4,0.01)
setup(animation.FLDoor,0.01)
setup(animation.FRDoor,0.01)
setup(animation.RLDoor,0.01)
setup(animation.RRDoor,0.01)
setup(animation.CDoor1,0.01)
setup(animation.CDoor2,0.01)
setup(animation.Engine1)
setup(animation.Engine2)
setup(animation.NGear,0.008)
setup(animation.LGear,0.005)
setup(animation.RGear,0.005)
setup(animation.NGDoorL,0.013)
setup(animation.NGDoorR,0.013)
setup(animation.LGDoor,0.005)
setup(animation.RGDoor,0.005)
setupInside(animation.F1.T,0.001)
setupInside(animation.F2.T,0.001)
setupInside(animation.F3.T,0.001)
setupInside(animation.F4.T,0.001)
setupInside(animation.LGDoor.Door)
setupInside(animation.LGDoor.Door.Door,0.005)
setupInside(animation.RGDoor.Door)
setupInside(animation.RGDoor.Door.Door,0.005)
setupInside(animation.LGear.Gear,0.005)
setupInside(animation.RGear.Gear,0.005)
setupInside(animation.LGear.Gear.Strut,0.025)
setupInside(animation.RGear.Gear.Strut,0.025)
setupInside(animation.NGear.Wheel)
setupInside(animation.LGear.Gear.Wheel)
setupInside(animation.RGear.Gear.Wheel)
setup(animation.RThrust)
wait(2)
animation.NGDoorL.A.Motor.DesiredAngle = 1.35
animation.NGDoorR.A.Motor.DesiredAngle = 1.35
animation.LGDoor.A.Motor.DesiredAngle = 1.5
animation.RGDoor.A.Motor.DesiredAngle = 1.5
animation.LGDoor.Door.Door.A.Motor.DesiredAngle = 1
animation.RGDoor.Door.Door.A.Motor.DesiredAngle = 1
animation.Engine1.A.Motor.DesiredAngle = 100e100
animation.Engine2.A.Motor.DesiredAngle = 100e100
animation.NGear.Wheel.A.Motor.C1 = animation.NGear.Wheel.A.Motor.C1 * CFrame.new(0,-0.6,0)
animation.LGear.Gear.Wheel.A.Motor.C1 = animation.LGear.Gear.Wheel.A.Motor.C1 * CFrame.new(0,-0.6,0)
animation.RGear.Gear.Wheel.A.Motor.C1 = animation.RGear.Gear.Wheel.A.Motor.C1 * CFrame.new(0,-0.6,0)
animation.LGDoor.Door.A.Motor.C1 = animation.LGDoor.Door.A.Motor.C1 * CFrame.new(-1.45,0,0)
animation.RGDoor.Door.A.Motor.C1 = animation.RGDoor.Door.A.Motor.C1 * CFrame.new(-1.45,0,0)
script.Parent.Weld.Disabled = false
unAnchor(script.Parent.AnimationParts)


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

Response:
function methods:InternalDestroy()
	for i, channel in pairs(self.Channels) do
		channel:InternalRemoveSpeaker(self)
	end

	self.eDestroyed:Fire()

	self.EventFolder = nil
	self.eDestroyed:Destroy()
	self.eSaidMessage:Destroy()
	self.eReceivedMessage:Destroy()
	self.eReceivedUnfilteredMessage:Destroy()
	self.eMessageDoneFiltering:Destroy()
	self.eReceivedSystemMessage:Destroy()
	self.eChannelJoined:Destroy()
	self.eChannelLeft:Destroy()
	self.eMuted:Destroy()
	self.eUnmuted:Destroy()
	self.eExtraDataUpdated:Destroy()
	self.eMainChannelSet:Destroy()
	self.eChannelNameColorUpdated:Destroy()
end

function methods:InternalAssignPlayerObject(playerObj)
	self.PlayerObj = playerObj
end

function methods:InternalAssignEventFolder(eventFolder)
	self.EventFolder = eventFolder
end

function methods:InternalSendMessage(messageObj, channelName)
	local success, err = pcall(function()
		self:LazyFire("eReceivedUnfilteredMessage", messageObj, channelName)
		if self.PlayerObj then
			self.EventFolder.OnNewMessage:FireClient(self.PlayerObj, messageObj, channelName)
		end
	end)
	if not success and err then
		print("Error sending internal message: " ..err)
	end
end

function methods:InternalSendFilteredMessage(messageObj, channelName)
	local success, err = pcall(function()
		self:LazyFire("eReceivedMessage", messageObj, channelName)
		self:LazyFire("eMessageDoneFiltering", messageObj, channelName)
		if self.PlayerObj then
			self.EventFolder.OnMessageDoneFiltering:FireClient(self.PlayerObj, messageObj, channelName)
		end
	end)
	if not success and err then
		print("Error sending internal filtered message: " ..err)
	end
end


Prompt: --Made by Luckymaxer

Response:
Part = script.Parent

Duration = Part:WaitForChild("Duration")

wait(Duration.Value)

if Part:IsA("Part") then
	for i, v in pairs(Part:GetChildren()) do
		if v:IsA("ParticleEmitter") then
			v.Enabled = false
		end
	end
elseif Part:IsA("ParticleEmitter") then
	Part.Enabled = false
end


Prompt: --// # key, Yelp

Response:
mouse.KeyDown:connect(function(key)
	if key=="t" then
		if veh.Lightbar.middle.Yelp.IsPlaying == true then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.middle.Yelp:Stop()
		script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		else
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.middle.Yelp:Play()
		veh.Lightbar.middle.Priority:Stop()
		script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
		script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		end
	end
end)


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

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

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

local TouchConnection

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

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

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


Prompt: -- events

Response:
EVENTS.Gun.Event:connect(function(action, ...)
	if action == "Enable" then
		currentSize, currentAmmo	= ...

		Update()
		GUN_GUI.Visible	= true

		if ammoConnection then
			ammoConnection:Disconnect()
			ammoConnection	= nil
		end

		if character then
			ammoConnection	= ammo[currentSize].Changed:connect(function()
				Update()
			end)
		end
	elseif action == "Disable" then
		GUN_GUI.Visible	= false
	elseif action == "Update" then
		currentAmmo	= ...
		Update()
	end
end)

PLAYER.CharacterAdded:connect(HandleCharacter)


Prompt:
--[[*
 * Match the basename of a filepath.
 *
 * ```js
 * const picomatch = require('picomatch');
 * // picomatch.matchBase(input, glob[, options]);
 * console.log(picomatch.matchBase('foo/bar.js', '*.js'); // true
 * ```
 * @param {String} `input` String to test.
 * @param {RegExp|String} `glob` Glob pattern or regex created by [.makeRe](#makeRe).
 * @return {Boolean}
 * @api public
 ]]


Prompt:
--	if not debounce then
--		debounce=true

Response:
		if target == bullet.Owner.Value then -- свой игрок
	--		print("мимо игрока")
			return -- не атакуем
		end


Prompt:
--[[
	Adds a new context entry to this component's context table (which will be
	passed down to child components).
]]

Response:
function Component:__addContext(key, value)
	if config.internalTypeChecks then
		internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__addContext`")
	end
	local virtualNode = self[InternalData].virtualNode

	-- Make sure we store a reference to the component's original, unmodified
	-- context the virtual node. In the reconciler, we'll restore the original
	-- context if we need to replace the node (this happens when a node gets
	-- re-rendered as a different component)
	if virtualNode.originalContext == nil then
		virtualNode.originalContext = virtualNode.context
	end

	-- Build a new context table on top of the existing one, then apply it to
	-- our virtualNode
	local existing = virtualNode.context
	virtualNode.context = assign({}, existing, { [key] = value })
end


Prompt: -- limit how often the client can fire

Response:
local function onServerEvent(player, action, ...)
	if action == "wear" then
		wear(player, ...)
	elseif action == "skintone" then
		skinTone(player, ...)
	elseif action == "scale" then
		scale(player, ...)
	end
end


Prompt:
--[[
	Internal method used by setState (to trigger updates based on state) and by
	the reconciler (to trigger updates based on props)

	Returns true if the update was completed, false if it was cancelled by shouldUpdate
]]

Response:
function Component:__update(updatedElement, updatedState)
	if config.internalTypeChecks then
		internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__update`")
		internalAssert(
			Type.of(updatedElement) == Type.Element or updatedElement == nil,
			"Expected arg #1 to be of type Element or nil"
		)
		internalAssert(
			typeof(updatedState) == "table" or updatedState == nil,
			"Expected arg #2 to be of type table or nil"
		)
	end

	local internalData = self[InternalData]
	local componentClass = internalData.componentClass

	local newProps = self.props
	if updatedElement ~= nil then
		newProps = updatedElement.props

		if componentClass.defaultProps ~= nil then
			newProps = assign({}, componentClass.defaultProps, newProps)
		end

		self:__validateProps(newProps)
	end

	local updateCount = 0
	repeat
		local finalState
		local pendingState = nil

		-- Consume any pending state we might have
		if internalData.pendingState ~= nil then
			pendingState = internalData.pendingState
			internalData.pendingState = nil
		end

		-- Consume a standard update to state or props
		if updatedState ~= nil or newProps ~= self.props then
			if pendingState == nil then
				finalState = updatedState or self.state
			else
				finalState = assign(pendingState, updatedState)
			end

			local derivedState = self:__getDerivedState(newProps, finalState)

			if derivedState ~= nil then
				finalState = assign({}, finalState, derivedState)
			end

			updatedState = nil
		else
			finalState = pendingState
		end

		if not self:__resolveUpdate(newProps, finalState) then
			-- If the update was short-circuited, bubble the result up to the caller
			return false
		end

		updateCount = updateCount + 1

		if updateCount > MAX_PENDING_UPDATES then
			error(tooManyUpdatesMessage:format(tostring(internalData.componentClass)), 3)
		end
	until internalData.pendingState == nil

	return true
end


Prompt: --print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")

Response:
end
end
end


Prompt:
--------
--Main--
--------

Response:
for i,v in next, Gui.Frame:GetChildren() do
	v.Visible = false
end

local OSize = Gui.Frame.Size
local OPos = Gui.Frame.Position
Gui.Frame.Position = Gui.Frame.Position + UDim2.new(0, Gui.Frame.AbsoluteSize.X/2, 0, Gui.Frame.AbsoluteSize.Y/2)
Gui.Frame.Size = UDim2.new(0,0,0,0)

Gui.Frame.Visible = true
Gui.Frame:TweenSizeAndPosition(OSize,OPos)
wait(1)

for i,v in next, Gui.Frame:GetChildren() do
	v.Visible = true
end

Gui.Frame.Close.MouseButton1Click:connect(function ()
	for i,v in next, Gui.Frame:GetChildren() do
		v.Visible = false
	end
	Gui.Frame:TweenSizeAndPosition(UDim2.new(0,0,0,0),Gui.Frame.Position + UDim2.new(0, Gui.Frame.AbsoluteSize.X/2, 0, Gui.Frame.AbsoluteSize.Y/2))
	wait(1)
	Gui:Destroy()
end)


Prompt:
-- 	listFrame.Position = UDim2.new(0, 0, 1, 0)
-- 	listFrame.Size = UDim2.new(1, 0, max, 0)
-- 	listFrame.Visible = false
-- 	listFrame.Parent = button


Prompt: -- helpers

Response:
local Src = script.Parent
local ErrorReporter = require(Src.ErrorReporter)
local ErrorObserverClient = Src.ErrorObserverClient

local er = ErrorReporter.new()
local function onError(message, stack, origin)
	er:Report(message, stack, origin)
end


Prompt: -- Services

Response:
local replicatedStorage = game:GetService("ReplicatedStorage")
local players = game:GetService("Players")


Prompt:
-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/

Response:
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).

local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end

local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end

local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end

local function Modify(Instance, Values)
	-- Modifies an Instance by using a table.

	assert(type(Values) == "table", "Values is not a table");

	for Index, Value in next, Values do
		if type(Index) == "number" then
			Value.Parent = Instance
		else
			Instance[Index] = Value
		end
	end
	return Instance
end

local function Make(ClassType, Properties)
	-- Using a syntax hack to create a nice way to Make new items.

	return Modify(Instance.new(ClassType), Properties)
end

local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}

local function HasWheelJoint(Part)
	for _, SurfaceName in pairs(Surfaces) do
		for _, HingSurfaceName in pairs(HingSurfaces) do
			if Part[SurfaceName].Name == HingSurfaceName then
				return true
			end
		end
	end

	return false
end

local function ShouldBreakJoints(Part)
	--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases.

	if NEVER_BREAK_JOINTS then
		return false
	end

	if HasWheelJoint(Part) then
		return false
	end

	local Connected = Part:GetConnectedParts()

	if #Connected == 1 then
		return false
	end

	for _, Item in pairs(Connected) do
		if HasWheelJoint(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent.Parent) then
			return false
		end
	end

	return true
end

local function WeldTogether(Part0, Part1, JointType, WeldParent)
	--- Weld's 2 parts together
	-- @param Part0 The first part
	-- @param Part1 The second part (Dependent part most of the time).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).
	-- @return The weld created.

	JointType = JointType or "Weld"
	local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue")

	local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)
	Modify(NewWeld, {
		Name = "qCFrameWeldThingy";
		Part0  = Part0;
		Part1  = Part1;
		C0     = CFrame.new();--Part0.CFrame:inverse();
		C1     = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();
		Parent = Part1;
	})

	if not RelativeValue then
		RelativeValue = Make("CFrameValue", {
			Parent     = Part1;
			Name       = "qRelativeCFrameWeldValue";
			Archivable = true;
			Value      = NewWeld.C1;
		})
	end

	return NewWeld
end

local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)
	-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to weld the model to (can be in the model).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.

	for _, Part in pairs(Parts) do
		if ShouldBreakJoints(Part) then
			Part:BreakJoints()
		end
	end

	for _, Part in pairs(Parts) do
		if Part ~= MainPart then
			WeldTogether(MainPart, Part, JointType, MainPart)
		end
	end

	if not DoNotUnanchor then
		for _, Part in pairs(Parts) do
			Part.Anchored = false
		end
		MainPart.Anchored = false
	end
end

local function PerfectionWeld()
	local Tool = GetNearestParent(script, "Tool")

	local Parts = GetBricks(script.Parent.Parent)
	local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent.Parent:IsA("Model") and script.Parent.Parent.PrimaryPart or Parts[1]

	if PrimaryPart then
		WeldParts(Parts, PrimaryPart, "Weld", false)
	else
		warn("qWeld - Unable to weld part")
	end

	return Tool
end

local Tool = PerfectionWeld()

if Tool and script.ClassName == "Script" then
	--- Don't bother with local scripts

	script.Parent.Parent.AncestryChanged:connect(function()
		PerfectionWeld()
	end)
end


Prompt: -- functions for calculating data for text from spritesheets

Response:
local function getStringWidth(text, sizeSet)
	local length, ntext = 0, #text;
	for i = 1, ntext do
		local i2 = i + 1 <= #text and i + 1;
		local b = byte(sub(text, i, i));
		local b2 = i2 and byte(sub(text, i2, i2));
		local character = sizeSet.characters[b];
		local kernx = 0
		if (b2 and sizeSet.kerning[b] and sizeSet.kerning[b][b2]) then
			kernx = sizeSet.kerning[b][b2].x;
		end;
		length = length + sizeSet.characters[b].xadvance + kernx;
	end;
	return length;
end;

local function getMaxHeight(text, sizeSet)
	local mheight, ntext = 0, #text;
	for i = 1, ntext do
		local b = byte(sub(text, i, i));
		local character = sizeSet.characters[b];
		local height = sizeSet.characters[b].height + sizeSet.characters[b].yoffset;
		if (height > mheight) then
			mheight = height;
		end;
	end;
	return mheight;
end;


Prompt: --// Firemode Settings

Response:
	CanSelectFire = true;
	BurstEnabled = false;
	SemiEnabled = true;
	AutoEnabled = true;
	BoltAction = false;
	ExplosiveEnabled = false;


Prompt:
--[[local EffectFunctions =
{
	function(hum,dir) hum:TakeDamage(1) end,
	function(hum,dir) hum:TakeDamage(-1) end,
	function(hum,dir)
		if hum.Torso then
			local nforce = Instance.new('BodyForce')
			nforce.force = dir*3000
			nforce.Parent = hum.Torso
			hum.Sit = true
			game.Debris:AddItem(nforce,.2)
			Delay(.2,function() hum.Sit = false end)
		end
	end
}]]

Response:
Tool.Equipped:connect(function(mouse)
	--game.Players.LocalPlayer:GetMouse()
	Spawn(function()
		--local colorChoice = 1
		if not Tool.Parent:FindFirstChild('Torso') or not Tool.Parent.Torso:FindFirstChild('Right Shoulder') or not Tool.Parent:FindFirstChild('Humanoid') then return end
		--LazerSound:Play()
		nweld = Tool.Parent.Torso['Right Shoulder']
		oldC0 = nweld.C0
		nweld.CurrentAngle = 0
		nweld.DesiredAngle = 0
		nweld.MaxVelocity = 0
		--[[mouse.Button1Down:connect(function()
			colorChoice=colorChoice+1
			if colorChoice>#ColorChoices then colorChoice =1 end
			LazerSound.Pitch = .75+((colorChoice*.25)*3)
		end)]]
		equipped = true
		while equipped and Tool.Parent:FindFirstChild('Torso') do
			local tframe = Tool.Parent.Torso.CFrame
			tframe = tframe + tframe:vectorToWorldSpace(Vector3.new(1, 0.5, 0))
			local taim = mouse.Hit.p -( tframe.p )
			nweld.C0 = (CFrame.new(Vector3.new(),tframe:vectorToObjectSpace(taim))*CFrame.Angles(0,math.pi/2,0))+Vector3.new( 1, 0.5, 0 )
			--rayparts = CastLightRay(Handle.CFrame.p+Handle.CFrame:vectorToWorldSpace(StartOffset[colorChoice]),mouse.Hit.p,ColorChoices[colorChoice], 5, .2,rayparts, EffectFunctions[colorChoice])
			--LazerSound.Volume = ((math.sin(tick()*3)+1)*.25)+.25
			wait()
		end
		nweld.C0 =oldC0
		--LazerSound:Stop()
	end)
end)

Tool.Unequipped:connect(function(mouse)
	equipped= false
	--LazerSound:Stop()
	for i=1,50,1 do
		--[[if rayparts[i] then
			rayparts[i]:Destroy()
			rayparts[i]=nil
		end]]
	end
	if nweld then
		nweld.MaxVelocity =.15
		nweld.C0 =oldC0
	end

end)


Prompt: -- LOCAL FUNCTIONS

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

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


Prompt: -- Check if the given message should trigger an emote, and return its animation ID

Response:
function ChatEmotes.getEmoteFromMessage(message: string): (string?, string?)
	local useDefaultEmotes = config.getValues().useDefaultTriggerWordsForChatEmotes
	local list = if useDefaultEmotes then Cryo.Dictionary.join(emotesList, customEmotesList) else customEmotesList
	local candidates = {}

	for _, emote in pairs(list) do
		if emote.requiresOwnershipOf and not emote.isOwned then
			continue
		end

		for _, triggerWord in ipairs(emote.triggerWords) do
			if ChatEmotes.messageMatchesTriggerWord(message, triggerWord) then
				table.insert(candidates, { animation = emote.animationId, triggerWord = triggerWord })
			end
		end
	end

	if #candidates == 0 then
		return nil
	end

	local chosen = candidates[random:NextInteger(1, #candidates)]
	return chosen.animation, chosen.triggerWord
end

function ChatEmotes.setTriggerWordsForChatAnimation(animationId: string, triggerWords: { string })
	assert(t.string(animationId), "Bad argument #1 to ChatEmotes.setTriggerWordsForChatAnimation: expected a string")
	assert(
		t.array(t.string)(triggerWords),
		"Bad argument #2 to ChatEmotes.setTriggerWordsForChatAnimation: expected an array of strings"
	)
	customEmotesList[animationId] = {
		animationId = animationId,
		triggerWords = triggerWords,
	}
end

function ChatEmotes.enable()
	if enabled then
		return
	end

	local chatEvent = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents"):WaitForChild("OnNewMessage")
	chattedConnection = chatEvent.OnClientEvent:Connect(function(data)
		if data.SpeakerUserId ~= Players.LocalPlayer.UserId then
			return
		end

		local message = data.Message
		local animationId, triggerWord = ChatEmotes.getEmoteFromMessage(message)
		local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChild("Humanoid")
		local animator = humanoid and humanoid:FindFirstChild("Animator")
		if animationId and animator then
			local animation = Instance.new("Animation")
			animation.AnimationId = animationId

			stopCurrentTrack()
			currentTrack = animator:LoadAnimation(animation)
			currentTrack.Priority = Enum.AnimationPriority.Action
			currentTrack:Play()

			events.onChatAnimationPlayed:Fire(animationId, triggerWord)
		end
	end)

	local function onCharacterAdded(character)
		local humanoid = character:WaitForChild("Humanoid")
		characterMovedConnection = humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(stopCurrentTrack)
		characterJumpedConnection = humanoid.Jumping:Connect(stopCurrentTrack)
	end
	if Players.LocalPlayer.Character then
		task.spawn(function()
			onCharacterAdded(Players.LocalPlayer.Character)
		end)
	end
	characterAddedConnection = Players.LocalPlayer.CharacterAdded:Connect(onCharacterAdded)

	-- Ownership checks are cached on initialization because, as the call yields, performing this check when
	-- receiving a chat message would create a small delay before the animation is played
	task.spawn(function()
		for _, emote in pairs(emotesList) do
			if emote.requiresOwnershipOf then
				emote.isOwned = MarketplaceService:PlayerOwnsAsset(Players.LocalPlayer, emote.requiresOwnershipOf)
			end
		end
	end)

	enabled = true
end

function ChatEmotes.disable()
	if not enabled then
		return
	end

	stopCurrentTrack()
	if chattedConnection then
		chattedConnection:Disconnect()
		chattedConnection = nil
	end
	if characterAddedConnection then
		characterAddedConnection:Disconnect()
		characterAddedConnection = nil
	end
	if characterMovedConnection then
		characterMovedConnection:Disconnect()
		characterMovedConnection = nil
	end
	if characterJumpedConnection then
		characterJumpedConnection:Disconnect()
		characterJumpedConnection = nil
	end
	enabled = false
end

return ChatEmotes


Prompt:
-- Convenience function so that calling code does not have to first get the activeController
-- and then call GetMoveVector on it. When there is no active controller, this function returns the
-- zero vector

Response:
function ControlModule:GetMoveVector(): Vector3
	if self.activeController then
		return self.activeController:GetMoveVector()
	end
	return Vector3.new(0,0,0)
end

function ControlModule:GetActiveController()
	return self.activeController
end

function ControlModule:EnableActiveControlModule()
	if self.activeControlModule == ClickToMove then
		-- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls.
		-- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only jump.
		self.activeController:Enable(
			true,
			Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice,
			self.touchJumpController
		)
	elseif self.touchControlFrame then
		self.activeController:Enable(true, self.touchControlFrame)
	else
		self.activeController:Enable(true)
	end
end

function ControlModule:Enable(enable: boolean?)
	if not self.activeController then
		return
	end

	if enable == nil then
		enable = true
	end
	if enable then
		self:EnableActiveControlModule()
	else
		self:Disable()
	end
end


Prompt:
------------------------------------------------------------------------------------------------------------------------------
--// Classes

Response:
local event = {};

function event.new(t)
	local evnts = {};
	local self = setmetatable({},{
		__index = t;
		__newindex = function(tt, k, v)
			if (t[k] ~= v) then
				t[k] = v;
				if (type(evnts[k]) == "function") then
					evnts[k](v);
				end;
			end;
		end;
		__metatable = "The metatable is locked.";
	});

	function self:connect(k, f)
		evnts[k] = f;
	end;

	return self;
end;

local settings = {};

function settings.new(fontModule, attached, child)
	local self = setmetatable({}, {__index = settings});

	settings.child = child;
	settings.attached = attached;

	-- place data in new format for easy access
	self.information = fontModule.font.information;
	self.atlases = fontModule.atlases;
	self.styles = fontModule.font.styles;

	-- sort from least to greatest
	sort(self.information.sizes, function(a, b) return a > b; end);

	-- establish some settings variables
	self.style = self.information.styles[1];
	self.size = child.TextSize;

	-- failsafes
	for styleName, style in next, self.styles do
		-- characters that DNE
		for sizeName, size in next, style do
			setmetatable(size.characters, {
				__index = function(t, k)
					local k = tostring(k);
					local v = rawget(t, k)
					if (not v) then
						warn(k, "is not a valid character. Replaced with, \"" .. char(REPLACE) .. "\"");
						return rawget(t, tostring(REPLACE));
					end;
					return v;
				end;
			})
		end;
		-- sizes that DNE
		setmetatable(style, {
			__index = function(t, k)
				local k = tostring(k);
				local v = rawget(t, k);
				if (not v) then
					local closest = getClosestNumber(k, self.information.sizes);
					self.size = closest;
					child.TextSize = closest;
					warn(k, "is not a valid size. Using the closest size,", closest);
					return rawget(t, tostring(closest));
				end;
				return v;
			end;
		});
	end;
	-- styles that DNE
	setmetatable(self.styles, {
		__index = function(t, k)
			local v = rawget(t, k);
			if (not v) then
				local nstyle = self.information.styles[1];
				self.style = nstyle;
				attached.Style = nstyle;
				warn(k, "is not a valid style. Using first style found", nstyle);
				return rawget(t, nstyle);
			end;
			return v;
		end;
	});

	return self;
end;

function settings:preload()
	for _, atlas in next, self.atlases do
		content:Preload(atlas);
	end;
end;


Prompt:
-- On Startup
--PhysicsService:CreateCollisionGroup(playerCollisionGroupName)
--PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false)


Prompt: -- Customization

Response:
	AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)

	MouseSense = 0.5;

	CanAim = true; -- Allows player to aim
	CanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)

	LaserAttached = true;
	LightAttached = true;
	TracerEnabled = true;


Prompt:
-- Division of index intervals in sequences a and b at the middle change.
-- Invariant: intervals do not have common items at the start or end.

Response:
type Division = {
	-- The end of interval preceding division is open like array slice method.
	nChangePreceding: number, -- number of change items
	aEndPreceding: number,
	bEndPreceding: number,

	nCommonPreceding: number, -- 0 if no common items preceding middle change
	aCommonPreceding: number, -- ignore prop value if nCommonPreceding === 0
	bCommonPreceding: number, -- ignore prop value if nCommonPreceding === 0

	nCommonFollowing: number, -- 0 if no common items following middle change
	aCommonFollowing: number, -- ignore prop value if nCommonFollowing === 0
	bCommonFollowing: number, -- ignore prop value if nCommonFollowing === 0

	-- The start of interval following division is closed like array slice method.
	nChangeFollowing: number, -- number of change items
	aStartFollowing: number,
	bStartFollowing: number,
}

local pkg = "diff-sequences" -- for error messages
local NOT_YET_SET = 0 -- small int instead of undefined to avoid deopt in V8


Prompt: -- constants

Response:
local PLAYER	= Players.LocalPlayer
local EVENTS	= ReplicatedStorage:WaitForChild("Events")
local REMOTES	= ReplicatedStorage:WaitForChild("Remotes")
local MODULES	= ReplicatedStorage:WaitForChild("Modules")
	local CONFIG		= require(MODULES:WaitForChild("Config"))
	local MOUSE			= require(MODULES:WaitForChild("Mouse"))
	local EFFECTS		= require(MODULES:WaitForChild("Effects"))
	local DAMAGE		= require(MODULES:WaitForChild("Damage"))

local EQUIP_COOLDOWN	= 0.2


Prompt:
--Because with a model we can't be sure that FilteringEnabled is on (it probably isn't ;n;) we'll put the effects in the camera
-- (The camera doesn't replicate to the server, which is exactly what we want)

Response: local camera = workspace.CurrentCamera


Prompt: --local Sprinting =false

Response:
local L_145_ = L_121_.new(Vector3.new())
L_145_.s = 15
L_145_.d = 0.5

game:GetService("UserInputService").InputChanged:connect(function(L_272_arg1) --Get the mouse delta for the gun sway
	if L_272_arg1.UserInputType == Enum.UserInputType.MouseMovement then
		L_140_ = math.min(math.max(L_272_arg1.Delta.x, -L_142_), L_142_)
		L_141_ = math.min(math.max(L_272_arg1.Delta.y, -L_142_), L_142_)
	end
end)

L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still
	L_140_ = 0
	L_141_ = 0
end)

local L_146_ = false
local L_147_ = CFrame.new()
local L_148_ = CFrame.new()

local L_149_
local L_150_
local L_151_
local L_152_

local L_153_
local L_154_
local L_155_

if not L_24_.TacticalModeEnabled then
	L_149_ = 0
	L_150_ = CFrame.new()
	L_151_ = 0.1
	L_152_ = 2

	L_153_ = 0
	L_154_ = .2
	L_155_ = 17
else
	L_149_ = 0
	L_150_ = CFrame.new()
	L_151_ = 0.05
	L_152_ = 2

	L_153_ = 0
	L_154_ = 0.09
	L_155_ = 11
end

local L_156_ = 0
local L_157_ = 5
local L_158_ = .3

local L_159_, L_160_ = 0, 0

local L_161_ = nil
local L_162_ = nil
local L_163_ = nil

L_3_.Humanoid.Running:connect(function(L_273_arg1)
	if L_273_arg1 > 1 then
		L_146_ = true
	else
		L_146_ = false
	end
end)


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

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

Elevator: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=1,16 do
				This.Display["DIG"..ID]["D"..r].BrickColor = (l:sub(r,r) == "1" and BrickColor.new(ActiveColour) or BrickColor.new(InactiveColour))
			end
		end
	end
end


Prompt:
--[[
	[Whether rotation follows the camera or the mouse.]
	[Useful with tools if true, but camera tracking runs smoother.]
--]]

Response: local MseGuide = true


Prompt: --[[Controls]]

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

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

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

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

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

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

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

			--Throttle
			elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GThrot = 2
				else
					_GThrot = _Tune.IdleThrottle/100
				end

			--Brake
			elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then
				if input.UserInputState == Enum.UserInputState.Begin then
					_GBrake = .6
				else
					_GBrake = 0
				end

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

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

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

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

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

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

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

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


Response:
local realDataStoreService = game:GetService("DataStoreService")
local allStores = {}

if (game:GetService("Players").LocalPlayer) then
	warn("Mocked DataStoreService is functioning on the client: The real DataStoreService will not work on the client")
end


Prompt: -- ROBLOX TODO: fix PrettyFormat types imports

Response:
type CompareKeys = ((a: string, b: string) -> number) | nil

local Types = require(CurrentModule.types)
type DiffOptions = Types.DiffOptions
type DiffOptionsNormalized = Types.DiffOptionsNormalized

local function noColor(s): string
	return s
end

local DIFF_CONTEXT_DEFAULT = 5

local OPTIONS_DEFAULT = {
	aAnnotation = "Expected",
	aColor = chalk.green,
	aIndicator = "-",
	bAnnotation = "Received",
	bColor = chalk.red,
	bIndicator = "+",
	changeColor = chalk.inverse,
	changeLineTrailingSpaceColor = noColor,
	commonColor = chalk.dim,
	commonIndicator = " ",
	commonLineTrailingSpaceColor = noColor,
	-- ROBLOX deviation: using Object.None instead of nil because assigning nil is no different from not assigning value at all
	compareKeys = Object.None,
	contextLines = DIFF_CONTEXT_DEFAULT,
	emptyFirstOrLastLinePlaceholder = "",
	expand = true,
	includeChangeCounts = false,
	omitAnnotationLines = false,
	patchColor = chalk.yellow,
}

local function getCompareKeys(compareKeys: CompareKeys?): CompareKeys
	return if compareKeys and typeof(compareKeys) == "function" then compareKeys else OPTIONS_DEFAULT.compareKeys
end

local function getContextLines(contextLines: number?): number
	if typeof(contextLines) == "number" and Number.isSafeInteger(contextLines) and contextLines >= 0 then
		return contextLines
	end
	return DIFF_CONTEXT_DEFAULT
end


Prompt: --[[Transmission]]

Response:
	Tune.TransModes		= {"Auto", "Semi"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch

		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}
		>First mode is default mode													]]

	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)

	--Gear Ratios
	Tune.FinalDrive		= 5.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	2.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		1.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.80		,
		--[[ 6 ]]		0.75		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: tagHumanoid(h

Response:
umanoid, creator)

	end

end

function tagHumanoid(humanoid, creator)

	-- tag does not need to expire iff all explosions lethal

	if creator ~= nil then

		local new_tag = creator:clone()

		new_tag.Parent = humanoid

	end

end

function untagHumanoid(humanoid)

	if humanoid ~= nil then

		local tag = humanoid:findFirstChild("creator")

		if tag ~= nil then

			tag.Parent = nil

		end

	end

end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh

swoosh:play()

d = t + 10.0 - s

connection = shaft.Touched:connect(blow)

while t < d do

	fly()

	t = r.Stepped:wait()

end

-- at max range

script.Parent.Explosion.PlayOnRemove = false

swoosh:stop()

shaft:remove()


Prompt: -- << COMMANDS >>

Response:
local module = {

	-----------------------------------
	{
	Name = ";give";
	Aliases	= {tool};
	Prefixes = {settings.Prefix};
	Rank = 4;
	RankLock = false;
	Loopable = false;
	Tags = {};
	Description = "";
	Contributors = {};
	--
	Args = {};
	Function = function(speaker, args)

	end;
	UnFunction = function(speaker, args)

	end;
	--
	};

	-----------------------------------
	{
	Name = "music";
	Aliases	= {music};
	Prefixes = {settings.Prefix};
	Rank = 2;
	RankLock = true;
	Loopable = false;
	Tags = {};
	Description = "";
	Contributors = {};
	--
	Args = {};
	--[[
	ClientCommand = true;
	FireAllClients = true;
	BlockWhenPunished = true;
	PreFunction = function(speaker, args)

	end;
	Function = function(speaker, args)
		wait(1)
	end;
	--]]
	--
	};

	-----------------------------------
		{
	Name = "volume";
	Aliases	= {loudest};
	Prefixes = {settings.Prefix};
	Rank = 2;
	RankLock = true;
	Loopable = false;
	Tags = {};
	Description = "";
	Contributors = {};
	--
	Args = {};
	--[[
	ClientCommand = true;
	FireAllClients = true;
	BlockWhenPunished = true;
	PreFunction = function(speaker, args)

	end;
	Function = function(speaker, args)
		wait(1)
	end;
	--]]
	--
	};

	-----------------------------------
		{
	Name = "pitch";
	Aliases	= {speed/slow sound};
	Prefixes = {settings.Prefix};
	Rank = 2;
	RankLock = true;
	Loopable = false;
	Tags = {};
	Description = "";
	Contributors = {};
	--
	Args = {};
	--[[
	ClientCommand = true;
	FireAllClients = true;
	BlockWhenPunished = true;
	PreFunction = function(speaker, args)

	end;
	Function = function(speaker, args)
		wait(1)
	end;
	--]]
	--
	};

	-----------------------------------
		{
	Name = "cmdbar2";
	Aliases	= {commandbar2};
	Prefixes = {settings.Prefix};
	Rank = 2;
	RankLock = true;
	Loopable = false;
	Tags = {};
	Description = "";
	Contributors = {};
	--
	Args = {};
	--[[
	ClientCommand = true;
	FireAllClients = true;
	BlockWhenPunished = true;
	PreFunction = function(speaker, args)

	end;
	Function = function(speaker, args)
		wait(1)
	end;
	--]]
	--
	};

};

return module


Prompt: --Listen to seat enter/exit

Response:
VehicleSeating.AddSeat(DriverSeat, onEnterSeat, onExitSeat)

for _, seat in ipairs(AdditionalSeats) do
	VehicleSeating.AddSeat(seat, onEnterSeat, onExitSeat)
end


Prompt: -- map a value from one range to another

Response:
local function map(x, inMin, inMax, outMin, outMax)
	return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end

local function playSound(sound)
	sound.TimePosition = 0
	sound.Playing = true
end

local function stopSound(sound)
	sound.Playing = false
	sound.TimePosition = 0
end

local function initializeSoundSystem(humanoid, rootPart)
	local sounds = {}

	-- initialize sounds
	for name, props in pairs(SOUND_DATA) do
		local sound = Instance.new("Sound")
		sound.Name = name

		-- set default values
		sound.Archivable = false
		sound.EmitterSize = 5
		sound.MaxDistance = 150
		sound.Volume = 0.65

		for propName, propValue in pairs(props) do
			sound[propName] = propValue
		end

		sound.Parent = rootPart
		sounds[name] = sound
	end

	local playingLoopedSounds = {}

	local function stopPlayingLoopedSounds(except)
		for sound in pairs(playingLoopedSounds) do
			if sound ~= except then
				sound.Playing = false
				playingLoopedSounds[sound] = nil
			end
		end
	end

	-- state transition callbacks
	local stateTransitions = {
		[Enum.HumanoidStateType.FallingDown] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.GettingUp] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.GettingUp)
		end,

		[Enum.HumanoidStateType.Jumping] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Jumping)
		end,

		[Enum.HumanoidStateType.Swimming] = function()
			local verticalSpeed = math.abs(rootPart.Velocity.Y)
			if verticalSpeed > 0.1 then
				sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
				playSound(sounds.Splash)
			end
			stopPlayingLoopedSounds(sounds.Swimming)
			sounds.Swimming.Playing = true
			playingLoopedSounds[sounds.Swimming] = true
		end,

		[Enum.HumanoidStateType.Freefall] = function()
			sounds.FreeFalling.Volume = 0
			stopPlayingLoopedSounds(sounds.FreeFalling)
			playingLoopedSounds[sounds.FreeFalling] = true
		end,

		[Enum.HumanoidStateType.Landed] = function()
			stopPlayingLoopedSounds()
			local verticalSpeed = math.abs(rootPart.Velocity.Y)
			if verticalSpeed > 75 then
				sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
				playSound(sounds.Landing)
			end
		end,

		[Enum.HumanoidStateType.Running] = function()
			stopPlayingLoopedSounds(sounds.Running)
			sounds.Running.Playing = true
			playingLoopedSounds[sounds.Running] = true
		end,

		[Enum.HumanoidStateType.Climbing] = function()
			local sound = sounds.Climbing
			if math.abs(rootPart.Velocity.Y) > 0.1 then
				sound.Playing = true
				stopPlayingLoopedSounds(sound)
			else
				stopPlayingLoopedSounds()
			end
			playingLoopedSounds[sound] = true
		end,

		[Enum.HumanoidStateType.Seated] = function()
			stopPlayingLoopedSounds()
		end,

		[Enum.HumanoidStateType.Dead] = function()
			stopPlayingLoopedSounds()
			playSound(sounds.Died)
		end,
	}

	-- updaters for looped sounds
	local loopedSoundUpdaters = {
		[sounds.Climbing] = function(dt, sound, vel)
			--TODO: this shouldn't be necessary to check boolean! Need engine to fix this
			local shouldPlay = vel.Magnitude > 0.1
			if sound.Playing ~= shouldPlay then
				sound.Playing = shouldPlay
			end
		end,

		[sounds.FreeFalling] = function(dt, sound, vel)
			--TODO: this shouldn't be necessary to check boolean! Need engine to fix this
			local newVolume = 0
			if vel.Magnitude > 75 then
				newVolume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
			end
			if newVolume ~= sound.Volume then
				sound.Volume = newVolume
			end
		end,

		[sounds.Running] = function(dt, sound, vel)
			--TODO: this shouldn't be necessary to check boolean! Need engine to fix this
			local shouldPlay = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
			if shouldPlay ~= sound.Playing then
				sound.Playing = shouldPlay
			end
		end,
	}

	-- state substitutions to avoid duplicating entries in the state table
	local stateRemap = {
		[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
	}

	local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()
	local activeConnections = {}

	local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
		state = stateRemap[state] or state

		if state ~= activeState then
			local transitionFunc = stateTransitions[state]

			if transitionFunc then
				transitionFunc()
			end

			activeState = state
		end
	end)

	local steppedConn = RunService.Stepped:Connect(function(_, worldDt)
		-- update looped sounds on stepped
		for sound in pairs(playingLoopedSounds) do
			local updater = loopedSoundUpdaters[sound]

			if updater then
				updater(worldDt, sound, rootPart.Velocity)
			end
		end
	end)

	local humanoidAncestryChangedConn
	local rootPartAncestryChangedConn

	local function terminate()
		stateChangedConn:Disconnect()
		steppedConn:Disconnect()
		humanoidAncestryChangedConn:Disconnect()
		rootPartAncestryChangedConn:Disconnect()
	end

	humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)
		if not parent then
			terminate()
		end
	end)

	rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)
		if not parent then
			terminate()
		end
	end)
end

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local rootPart = character:WaitForChild("HumanoidRootPart")

return initializeSoundSystem(humanoid, rootPart)


Prompt:
-- context : (string)
-- action : (string)
-- label : (string)
-- value : (number, optional)

Response:
function GAReporter:sendEvent(context, action, label, value)
	assert(self.trackingId ~= "UA-00000000-00", "** YOU HAVE NOT YET SET YOUR GOOGLE ANALYTICS TRACKING ID IN CONFIG **")

	-- data validation
	local function validateStringInput(var, name, length)
		if type(var) == "string" then
			if #var > length then
				warn(string.format("%s cannot be longer than %d chars", name, length))
				var = var:sub(1, length - 1)
				warn(string.format("%s  has been truncated to %d chars", name, #var))
			end
		else
			error(string.format("%s must be a string", name))
		end
	end

	validateStringInput(context, "Context", 150)
	validateStringInput(action, "Action", 500)
	validateStringInput(label, "Label", 500)

	if value then
		assert(type(value) == "number", "Value must be a number")
		assert(value < 0, "Value must be greater than 0")
	end

	-- construct some args
	local args = {}
	args["t"] = "event"
	args["ec"] = context
	args["ea"] = action
	if label then
		args["el"] = label
	end
	if value then
		args["ev"] = value
	end

	return sendReport(self._networking, self.trackingId, self.clientId, self.userId, args)
end


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

Response:
export type Spring<T> = PubTypes.Spring<T> & {
	_speed: PubTypes.CanBeState<number>,
	_speedIsState: boolean,
	_lastSpeed: number,
	_damping: PubTypes.CanBeState<number>,
	_dampingIsState: boolean,
	_lastDamping: number,
	_goalState: State<T>,
	_goalValue: T,
	_currentType: string,
	_currentValue: T,
	_springPositions: {number},
	_springGoals: {number},
	_springVelocities: {number}
}


Prompt:
--[[
	Internal method used by __update to apply new props and state

	Returns true if the update was completed, false if it was cancelled by shouldUpdate
]]

Response:
function Component:__resolveUpdate(incomingProps, incomingState)
	if config.internalTypeChecks then
		internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__resolveUpdate`")
	end

	local internalData = self[InternalData]
	local virtualNode = internalData.virtualNode
	local reconciler = internalData.reconciler

	local oldProps = self.props
	local oldState = self.state

	if incomingProps == nil then
		incomingProps = oldProps
	end
	if incomingState == nil then
		incomingState = oldState
	end

	if self.shouldUpdate ~= nil then
		internalData.lifecyclePhase = ComponentLifecyclePhase.ShouldUpdate
		local continueWithUpdate = self:shouldUpdate(incomingProps, incomingState)

		if not continueWithUpdate then
			internalData.lifecyclePhase = ComponentLifecyclePhase.Idle
			return false
		end
	end

	if self.willUpdate ~= nil then
		internalData.lifecyclePhase = ComponentLifecyclePhase.WillUpdate
		self:willUpdate(incomingProps, incomingState)
	end

	internalData.lifecyclePhase = ComponentLifecyclePhase.Render

	self.props = incomingProps
	self.state = incomingState

	local renderResult = virtualNode.instance:render()

	internalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren
	reconciler.updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, renderResult)

	if self.didUpdate ~= nil then
		internalData.lifecyclePhase = ComponentLifecyclePhase.DidUpdate
		self:didUpdate(oldProps, oldState)
	end

	internalData.lifecyclePhase = ComponentLifecyclePhase.Idle
	return true
end

return Component


Prompt: -- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer))

Response:
function WeaponsSystem.onWeaponAdded(weaponInstance)
	local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)
	if not weapon then
		WeaponsSystem.createWeaponForInstance(weaponInstance)
	end
end

function WeaponsSystem.onWeaponRemoved(weaponInstance)
	local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance)
	if weapon then
		weapon:onDestroyed()
	end
	WeaponsSystem.knownWeapons[weaponInstance] = nil
end

function WeaponsSystem.getRemoteEvent(name)
	if not WeaponsSystem.networkFolder then
		return
	end

	local remoteEvent = WeaponsSystem.remoteEvents[name]
	if IsServer then
		if not remoteEvent then
			warn("No RemoteEvent named ", name)
			return nil
		end

		return remoteEvent
	else
		if not remoteEvent then
			remoteEvent = WeaponsSystem.networkFolder:WaitForChild(name, math.huge)
		end

		return remoteEvent
	end
end

function WeaponsSystem.getRemoteFunction(name)
	if not WeaponsSystem.networkFolder then
		return
	end

	local remoteFunc = WeaponsSystem.remoteFunctions[name]
	if IsServer then
		if not remoteFunc then
			warn("No RemoteFunction named ", name)
			return nil
		end

		return remoteFunc
	else
		if not remoteFunc then
			remoteFunc = WeaponsSystem.networkFolder:WaitForChild(name, math.huge)
		end

		return remoteFunc
	end
end

function WeaponsSystem.setWeaponEquipped(weapon, equipped)
	assert(not IsServer, "WeaponsSystem.setWeaponEquipped should only be called on the client.")
	if not weapon then
		return
	end

	local lastWeapon = WeaponsSystem.currentWeapon
	local hasWeapon = false
	local weaponChanged = false

	if lastWeapon == weapon then
		if not equipped then
			WeaponsSystem.currentWeapon = nil
			hasWeapon = false
			weaponChanged = true
		else
			weaponChanged = false
		end
	else
		if equipped then
			WeaponsSystem.currentWeapon = weapon
			hasWeapon = true
			weaponChanged = true
		end
	end

	if WeaponsSystem.camera then
		WeaponsSystem.camera:resetZoomFactor()
		WeaponsSystem.camera:setHasScope(false)

		if WeaponsSystem.currentWeapon then
			WeaponsSystem.camera:setZoomFactor(WeaponsSystem.currentWeapon:getConfigValue("ZoomFactor", 1.1))
			WeaponsSystem.camera:setHasScope(WeaponsSystem.currentWeapon:getConfigValue("HasScope", false))
		end
	end

	if WeaponsSystem.gui then
		WeaponsSystem.gui:setEnabled(hasWeapon)

		if WeaponsSystem.currentWeapon then
			WeaponsSystem.gui:setCrosshairWeaponScale(WeaponsSystem.currentWeapon:getConfigValue("CrosshairScale", 1))
		else
			WeaponsSystem.gui:setCrosshairWeaponScale(1)
		end
	end

	if weaponChanged then
		WeaponsSystem.CurrentWeaponChanged:Fire(weapon.instance, lastWeapon and lastWeapon.instance)
	end
end

function WeaponsSystem.getHumanoid(part)
	while part and part ~= workspace do
		if part:IsA("Model") and part.PrimaryPart and part.PrimaryPart.Name == "HumanoidRootPart" then
			return part:FindFirstChildOfClass("Humanoid")
		end

		part = part.Parent
	end
end

function WeaponsSystem.getPlayerFromHumanoid(humanoid)
	for _, player in ipairs(Players:GetPlayers()) do
		if player.Character and humanoid:IsDescendantOf(player.Character) then
			return player
		end
	end
end

local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData)
	if target:IsA("Humanoid") then
		target:TakeDamage(amount)
	end
end

function WeaponsSystem.doDamage(target, amount, damageType, dealer, hitInfo, damageData)
	if not target or ancestorHasTag(target, "WeaponsSystemIgnore") then
		return
	end
	if IsServer then
		if target:IsA("Humanoid") and dealer:IsA("Player") and dealer.Character then
			local dealerHumanoid = dealer.Character:FindFirstChildOfClass("Humanoid")
			local targetPlayer = Players:GetPlayerFromCharacter(target.Parent)
			if dealerHumanoid and target ~= dealerHumanoid and targetPlayer then
				-- Trigger the damage indicator
				WeaponData:FireClient(targetPlayer, "HitByOtherPlayer", dealer.Character.HumanoidRootPart.CFrame.Position)
			end
		end

		-- NOTE:  damageData is a more or less free-form parameter that can be used for passing information from the code that is dealing damage about the cause.
		-- .The most obvious usage is extracting icons from the various weapon types (in which case a weapon instance would likely be passed in)
		-- ..The default weapons pass in that data
		local handler = _damageCallback or _defaultDamageCallback
		handler(WeaponsSystem, target, amount, damageType, dealer, hitInfo, damageData)
	end
end

local function _defaultGetTeamCallback(player)
	return 0
end

function WeaponsSystem.getTeam(player)
	local handler = _getTeamCallback or _defaultGetTeamCallback
	return handler(player)
end

function WeaponsSystem.playersOnDifferentTeams(player1, player2)
	if player1 == player2 or player1 == nil or player2 == nil then
		-- This allows players to damage themselves and NPC's
		return true
	end

	local player1Team = WeaponsSystem.getTeam(player1)
	local player2Team = WeaponsSystem.getTeam(player2)
	return player1Team == 0 or player1Team ~= player2Team
end

return WeaponsSystem


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 8000   	-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 8000		-- Spring Force
	Tune.FAntiRoll 		= 30		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics
	Tune.SusVisible		= false		-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt: -- events

Response:
REMOTES.Pin.OnServerEvent:connect(function(player, action, ...)
	local squad	= GetSquad(player)

	if squad then
		if action == "Add" then
			for _, p in pairs(squad:GetChildren()) do
				if p.Value ~= player then
					REMOTES.Pin:FireClient(p.Value, action, player, ...)
				end
			end
		elseif action == "Remove" then
			for _, p in pairs(squad:GetChildren()) do
				if p.Value ~= player then
					REMOTES.Pin:FireClient(p.Value, action, player)
				end
			end
		end
	end
end)

Players.PlayerAdded:connect(function(player)
	local info		= player:GetJoinData()
	local squadName	= info.TeleportData
	local squad

	if squadName then
		squad = SQUADS:FindFirstChild(squadName)
	end

	if not squad then
		squad	= CreateSquad(squadName)
	end

	AddPlayerToSquad(player, squad)
end)

Players.PlayerRemoving:connect(function(player)
	RemovePlayer(player)
end)


Prompt:
--[[
	ROBLOX deviation:
	skipped whole file as it seems unnecessary in Lua environment
]]

Response:
return {
	default = function()
		return {}
	end,
}


Prompt: --Set target steering position based on current velocity

Response:
function Chassis.UpdateSteering(steer, currentVel)
	local baseSteer = steer
	local targetSteer = 0

	local vehicleSeat = Chassis.GetDriverSeat()
	local maxSpeed = VehicleParameters.MaxSpeed
	local maxSteer = VehicleParameters.MaxSteer

	local currentVelocity = vehicleSeat.Velocity

	if LimitSteerAtHighVel then
		local c = SteerLimit * (math.abs(currentVel)/VehicleParameters.MaxSpeed) + 1
		--decrease steer value as speed increases to prevent tipping (handbrake cancels this)
		steer = steer/c
	end
	SteeringPrismatic.TargetPosition = steer * steer * steer * maxSteer
end

function Chassis.UpdateThrottle(currentSpeed, throttle)
	local targetVel = 0
	local effectsThrottleState = false
	local gainModifier = 0

	if math.abs(throttle) < 0.1 then
		-- Idling
		setMotorMaxAcceleration(math.huge)
		setMotorTorque(2000)
	elseif math.sign(throttle * currentSpeed) > 0 or math.abs(currentSpeed) < 0.5 then
		setMotorMaxAcceleration(math.huge)

		local velocity = Chassis.driverSeat.Velocity
		local velocityVector = velocity.Unit
		local directionalVector = Chassis.driverSeat.CFrame.lookVector
		local dotProd = velocityVector:Dot(directionalVector) -- Dot product is a measure of how similar two vectors are; if they're facing the same direction, it is 1, if they are facing opposite directions, it is -1, if perpendicular, it is 0

		setMotorTorqueDamped(ActualDrivingTorque * throttle * throttle, dotProd, math.sign(throttle))
		-- Arbitrary large number
		local movingBackwards = dotProd < 0
		local acceleratingBackwards = throttle < 0
		local useReverse = (movingBackwards and acceleratingBackwards)

		local maxSpeed = (useReverse and VehicleParameters.ReverseSpeed or VehicleParameters.MaxSpeed)
		targetVel = math.sign(throttle) * maxSpeed

		-- if we are approaching max speed, we should take that as an indication of throttling down, even if not from input
		local maxAccelSpeed = targetVel
		local speedPercent = ((maxAccelSpeed-currentSpeed)/maxAccelSpeed) -- 0 if max speed, 1 if stopped

		-- lets say we start throttling down after reaching 75% of max speed, then linearly drop to 0
		local function quad(x)
			return math.sign(x)*(x^2)
		end

		local r = math.abs(velocity.Magnitude / maxSpeed*2.5) -- adding a bit to the max speed so that it sounds better (always trying to rev engines)
		local desiredRPM = math.exp(-3*r*r)

		gainModifier = desiredRPM

		if gainModifier > 0 then
			effectsThrottleState = true
		end
	else
		-- Braking
		setMotorMaxAcceleration(100)
		setMotorTorque(ActualBrakingTorque * throttle * throttle)
		targetVel = math.sign(throttle) * 500
	end

	Chassis.SetMotorVelocity(targetVel)

	Effects:SetThrottleEnabled(effectsThrottleState, gainModifier)

end

local redressingState = false
local targetAttachment
function Chassis.Redress()
	if redressingState then
		return
	end
	redressingState = true
	local p = Chassis.driverSeat.CFrame.Position + Vector3.new( 0,10,0 )
	local xc = Chassis.driverSeat.CFrame.RightVector
	xc = Vector3.new(xc.x,0,xc.z)
	xc = xc.Unit
	local yc = Vector3.new(0,1,0)

	if not targetAttachment then
		targetAttachment = RedressMount.RedressTarget
	end

	targetAttachment.Parent = Workspace.Terrain
	targetAttachment.Position = p
	targetAttachment.Axis = xc
	targetAttachment.SecondaryAxis = yc
	RedressMount.RedressOrientation.Enabled = true
	RedressMount.RedressPosition.Enabled = true
	wait(1.5)
	RedressMount.RedressOrientation.Enabled = false
	RedressMount.RedressPosition.Enabled = false
	targetAttachment.Parent = RedressMount
	wait(2)
	redressingState = false
end

function Chassis.Reset() --Reset user inputs and redress (For when a player exits the vehicle)
	Chassis.UpdateThrottle(1, 1) --Values must  be changed to replicate to client.
	Chassis.UpdateSteering(1, 0) --i.e. setting vel to 0 when it is 0 wont update to clients
	Chassis.EnableHandbrake()
	setMotorTorque(ActualBrakingTorque)
	Chassis.SetMotorVelocity(0)
	Chassis.UpdateSteering(0, 0)
	RedressMount.RedressOrientation.Enabled = true
	RedressMount.RedressPosition.Enabled = true
	RedressMount.RedressOrientation.Enabled = false
	RedressMount.RedressPosition.Enabled = false
	redressingState = false
end

return Chassis


Prompt:
---------------
--// Functions
---------------

Response:
local function toggleBuild()
	if sellMode then
		button.BackgroundColor3 = Color3.new(0.658824, 0.368627, 0.345098)
	else
		button.BackgroundColor3 = Color3.new(0.658824, 0.658824, 0.658824)
	end
end

local function pickupModeVisuals()
	while sellMode do
		task.wait(.01)
		pcall(function()
			local object = Mouse.Target
			local selected = nil

			local P = object.Parent
			local PP = object.Parent.Parent
			local PPP = object.Parent.Parent.Parent
			local TANG = nil

			if P.Name == "Builds" then
				TANG = object
			elseif PP.Name == "Builds" then
				TANG = P
			elseif PPP.Name == "Builds" then
				TANG = PP
			end

			if (object) and (TANG) then
				if TANG ~= selected then
					selected = TANG
					-- Not undo everything if already done
					-- Replace existing

					pcall(function()
						Part:Destroy()
					end)

					Part = Instance.new("Part")
					Part.Size = Vector3.new(5,5,5)
					Part.Color = Color3.new(1,0,0)
					Part.Parent = workspace
					Part.Transparency = 0.8
					Part.Anchored = true
					Part.CanCollide = false
					Part.CanQuery = false
					Part.CanTouch = false

					local SelectionBox = Instance.new("SelectionBox")
					SelectionBox.Color3 = Color3.new(1,0,0)
					SelectionBox.Adornee = Part
					SelectionBox.Parent = Part
					SelectionBox.LineThickness = 0.025

					local X,Y,Z

					if TANG:IsA("Model") then

						X,Y,Z = TANG:GetBoundingBox().X, TANG:GetBoundingBox().Y, TANG:GetBoundingBox().Z

					else
						X,Y,Z = TANG.Position.X, TANG.Position.Z, TANG.Position.Z

					end

					Part.Position = Vector3.new(X,2.6,Z)

				end
			else
				pcall(function()
					Part:Destroy()
				end)
			end
		end)
	end
end


Prompt: -- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/createProcessObject.ts


Prompt: -- References

Response:
Tool = script.Parent;
Support = require(Tool:WaitForChild 'SupportLibrary');
RegionModule = require(Tool:WaitForChild 'Region by AxisAngle');


Prompt: -- Get part

Response: local partDockA1 = workspace.Hologram_Station.dockA1


Prompt: -- functions

Response:
function onRunning(speed)
	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	pose = "Jumping"
end

function onClimbing()
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

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

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
  RightShoulder:SetDesiredAngle(3.14)
	LeftShoulder:SetDesiredAngle(-3.14)
	RightHip:SetDesiredAngle(0)
	LeftHip:SetDesiredAngle(0)
end


Prompt: -- Key that user can press to interact with game

Response:
local KEY1
if IS_MOBILE then
	KEY1 = nil
elseif IS_CONSOLE then
	KEY1 = Enum.KeyCode.ButtonX
else
	KEY1 = Enum.KeyCode.E
end


Prompt: -- Indicate readiness

Response:
Component.Ready = true;

return Component;


Response:
local maincf = CFrame.new(0, 0, 0)

	equip = true
	arms = VMS:WaitForChild("v_FlashlightV2"):Clone()

	arms.HumanoidRootPart.SpotLight.Brightness = brightness
	arms.HumanoidRootPart.SpotLight.Range = range
	arms.HumanoidRootPart.SpotLight.Shadows = shadowson

	arms.Parent = cam
	arms.Name = "Arms"

	run.RenderStepped:Connect(function()
		if equip == true and arms then
			arms:SetPrimaryPartCFrame(
				cam.CFrame
				* maincf

			)

		end
	end)

UIS.InputEnded:Connect(function(input)
	if input.KeyCode == Enum.KeyCode[FlashlightKey] and equip == true then
		if ison == true then
			ison = false
			arms.HumanoidRootPart.SpotLight.Enabled = false
			FlashlightGui.FlashlightOn.Visible = false
			FlashlightGui.FlashlightOff.Visible = true
			arms.HumanoidRootPart.Flashlightss:Play()

		else
			ison = true
			arms.HumanoidRootPart.SpotLight.Enabled = true
			FlashlightGui.FlashlightOff.Visible = false
			FlashlightGui.FlashlightOn.Visible = true
			arms.HumanoidRootPart.Flashlightss:Play()

		end
	end
end)

local de = true
function onButtonPress()
	if de == true and equip == true then
		de = false
		if ison == true then
			ison = false
			arms.HumanoidRootPart.SpotLight.Enabled = false
			FlashlightGui.FlashlightOn.Visible = false
			FlashlightGui.FlashlightOff.Visible = true
			arms.HumanoidRootPart.Flashlightss:Play()

		else
			ison = true
			arms.HumanoidRootPart.SpotLight.Enabled = true
			FlashlightGui.FlashlightOff.Visible = false
			FlashlightGui.FlashlightOn.Visible = true
			arms.HumanoidRootPart.Flashlightss:Play()

		end

		wait(.75)
		de = true
	end
end

Con:SetImage("FlashLight", "rbxassetid://2883826635")

Con:BindAction("FlashLight",onButtonPress,true,"F")

game.Players.LocalPlayer.Character:WaitForChild("Humanoid").Died:Connect(function()
	equip = false
	ison = false
	arms:Destroy()
end)


Prompt: --// Recoil Settings

Response:
	gunrecoil = -0.75; -- How much the gun recoils backwards when not aiming
	camrecoil = 0.26; -- How much the camera flicks when not aiming
	AimGunRecoil = -0.75; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 0.23; -- How much the camera flicks when aiming

	CamShake = 8; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 6; -- THIS IS ALSO NEW!!!!

	Kickback = 10.2; -- Upward gun rotation when not aiming
	AimKickback = 9.11; -- Upward gun rotation when aiming


Prompt: -- map to world lights

Response: local welcomeUIGlow = workspace.UI.WelcomeUIFrameLighting.SurfaceLight


Prompt: -- ROBLOX deviation: tuples not currently supported in Luau so we use a number array instead

Response:
export type RGB = { number }

return {
	aForeground2 = 90,
	aBackground2 = 225,

	bForeground2 = 23,
	bBackground2 = 195,

	aForeground3 = { 0x80, 0, 0x80 },
	aBackground3 = { 0xff, 0xd7, 0xff },

	bForeground3 = { 0, 0x5f, 0x5f },
	bBackground3 = { 0xd7, 0xff, 0xff },
}


Prompt:
--[[*
 * Returns true if **any** of the given glob `patterns` match the specified `string`.
 *
 * ```js
 * const picomatch = require('picomatch');
 * // picomatch.isMatch(string, patterns[, options]);
 *
 * console.log(picomatch.isMatch('a.a', ['b.*', '*.a'])); //=> true
 * console.log(picomatch.isMatch('a.a', 'b.*')); //=> false
 * ```
 * @param {String|Array} str The string to test.
 * @param {String|Array} patterns One or more glob patterns to use for matching.
 * @param {Object} [options] See available [options](#options).
 * @return {Boolean} Returns true if any patterns match `str`
 * @api public
 ]]

Response:
function picomatch.isMatch(str: string, patterns, options: Object?)
	return picomatch(patterns, options)(str)
end


Prompt: --[[Run]]

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

	--Runtime Loop
	while wait() do
		--Steering
		Steering()

		--Powertrain
		Engine()

		--Flip
		if _Tune.AutoFlip then Flip() end

		--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 * 5250 / _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


Prompt: --!strict

Response:
export type Array<T> = { [number]: T }

return {
	concat = require(script.concat),
	every = require(script.every),
	filter = require(script.filter),
	find = require(script.find),
	findIndex = require(script.findIndex),
	forEach = require(script.forEach),
	from = require(script.from),
	includes = require(script.includes),
	indexOf = require(script.indexOf),
	isArray = require(script.isArray),
	join = require(script.join),
	map = require(script.map),
	reduce = require(script.reduce),
	reverse = require(script.reverse),
	shift = require(script.shift),
	slice = require(script.slice),
	some = require(script.some),
	sort = require(script.sort),
	splice = require(script.splice),
	unshift = require(script.unshift),
}


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

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


Prompt: --//SS6 PLUGIN; SPLASH//--

Response:
  --//INSPARE 2017//--

local a = script.Parent.Main_Frame.A
local b = script.Parent.Main_Frame.B
local c = script.Parent.Main_Frame.C
local d = script.Parent.Main_Frame.D
local e = script.Parent.Main_Frame.E
local ai = script.Parent.Main_Frame.A.Frame.ImageLabel
local bi = script.Parent.Main_Frame.B.Frame.ImageLabel
local ci = script.Parent.Main_Frame.C.Frame.ImageLabel
local di = script.Parent.Main_Frame.D.Frame.ImageLabel
local ei = script.Parent.Main_Frame.E.Frame.ImageLabel
local i = script.Parent.Main_Frame.D.IN
local s = script.Parent.Main_Frame.F.SPARE
wait(.2)

script.Parent:TweenPosition(UDim2.new(0.5,0,0.5,0),"Out","Quint",.75)
script.Parent.Main_Frame:TweenPosition(UDim2.new(0.6,0,0.5,0),"Out","Sine",7.5)
for f=1,0,-0.1 do
	ai.ImageTransparency = f
	bi.ImageTransparency = f
	ci.ImageTransparency = f
	di.ImageTransparency = f
	ei.ImageTransparency = f
	i.TextTransparency = f
	s.TextTransparency = f
	wait()
end
wait(.5)
for f=0,0.25,0.01 do
	a.BackgroundTransparency = 1-f
	b.BackgroundTransparency = 1-f
	c.BackgroundTransparency = 1-f
	d.BackgroundTransparency = 1-f
	e.BackgroundTransparency = 1-f
	wait()
end
wait(1)
for f=0.25,0,-0.05 do
	a.BackgroundTransparency = 1-f
	b.BackgroundTransparency = 1-f
	c.BackgroundTransparency = 1-f
	d.BackgroundTransparency = 1-f
	e.BackgroundTransparency = 1-f
	wait()
end
wait(0.25)
for f=0,1,0.2 do
	ai.ImageTransparency = f
	bi.ImageTransparency = f
	ci.ImageTransparency = f
	di.ImageTransparency = f
	ei.ImageTransparency = f
	i.TextTransparency = f
	s.TextTransparency = f
	wait()
end
wait()
script.Parent:Destroy()


Prompt:
--[=[
	@param value T
	@return Option<T>

	Creates an Option instance with the given value. Throws an error
	if the given value is `nil`.
]=]

Response:
function Option.Some(value)
	assert(value ~= nil, "Option.Some() value cannot be nil")
	return Option._new(value)
end


Response:
while true do
Puerta1.BodyVelocity.velocity = Vector3.new(-0.5, 0, 0)
Puerta2.BodyVelocity.velocity = Vector3.new(0.5, 0, 0)
wait(8)
Puerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Puerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)
break
end


Prompt: --Get average angular velocity from all 4 wheels

Response:
function Chassis.GetAverageVelocity()
	local t = 0
	for _, motor in pairs(Motors) do
		t = t + getMotorVelocity(motor)
	end
	return t * (1/#Motors)
end


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- Sets whether suspension is enabled for PGS

	--Front Suspension
	Tune.FSusDamping	= 700		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .1		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusDamping	= 700		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.RAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .1		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt: -- Fonction pour masquer l'écran GUI lors de la déconnexion ou de la mort d'un joueur

Response:
local function hideGUI(player)
	local playerGui = player:FindFirstChild("PlayerGui")
	if playerGui then
		local guiInstance = playerGui:FindFirstChild("GUI")
		if guiInstance then
			guiInstance:Destroy()
		end
	end
end


Prompt: --Values--

Response:
local car = script.Parent.Parent.Car.Value
local FE = workspace.FilteringEnabled
local _Tune = require(car["A-Chassis Tune"])
local Redline = _Tune.Redline
local maxPSI = WasteGatePressure
local totalPSI = 0
local actualPSI = 0
local CR = CompressionRatio
local TC = TurboCount
local handler = car:WaitForChild("UpdateAndMake")
local Values = script.Parent.Parent.Values
local Throttle = script.Parent.Parent.Values.Throttle.Value
local BOVFix = (1 - Throttle)
local tester = 1
local BOVact = 0
local BOVact2 = 0
local Whistle = car.DriveSeat:WaitForChild("Whistle")
local BOV = car.DriveSeat:WaitForChild("BOV")
Whistle:Play()


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

Response:
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
return function(p1, p2, p3, p4, p5)
	local v1 = {};
	p2 = string.lower(p2);
	p4 = p4 or 0.15;
	if p2 == "mousedown" then
		v1[#v1 + 1] = p1.InputBegan:Connect(function(p6)
			local l__UserInputType__2 = p6.UserInputType;
			if l__UserInputType__2 == Enum.UserInputType.MouseButton1 or (l__UserInputType__2 == Enum.UserInputType.Touch and p6.UserInputState == Enum.UserInputState.Begin or p6.KeyCode == Enum.KeyCode.ButtonA) then
				u1.Sound.Play(p3, script, p4 * 2, p5 or 1);
			end;
		end);
	elseif p2 == "mouseup" then
		v1[#v1 + 1] = p1.InputEnded:Connect(function(p7)
			local l__UserInputType__3 = p7.UserInputType;
			if l__UserInputType__3 == Enum.UserInputType.MouseButton1 or (l__UserInputType__3 == Enum.UserInputType.Touch and p7.UserInputState == Enum.UserInputState.End or p7.KeyCode == Enum.KeyCode.ButtonA) then
				u1.Sound.Play(p3, script, p4 * 2, p5 or 1);
			end;
		end);
	elseif p2 == "mouseenter" then
		v1[#v1 + 1] = p1.MouseEnter:Connect(function()
			u1.Sound.Play(p3, script, p4, p5 or 1);
		end);
	elseif p2 == "mouseleave" then
		v1[#v1 + 1] = p1.MouseLeave:Connect(function()
			u1.Sound.Play(p3, script, p4, p5 or 1);
		end);
	elseif p2 == "mouseclick" then
		v1[#v1 + 1] = p1.Activated:Connect(function()
			u1.Sound.Play(p3, script, p4, p5 or 1);
		end);
	end;
	return function()

			for v4, v5 in ipairs(v1) do
			if not v4 then
				break;
			end;
			v5:Disconnect();
		end;
	end;
end;


Response:
script.Parent:WaitForChild("Spd")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = 8

local inTac = car.Body.Dash.D.G.Tac.Needle
local inspd = car.Body.Dash.D.G.Spd.Needle


Prompt: --TO THE PART YOU WANT TO MAKE kill brick, INSERT A "BoolValue" NAMED kills (no capitals) but it will only work when your stage is working in - game.

Response:
script:Destroy()

credits to Phantom c:
print("Hello world!")