Prompt:
--[[**
	asserts a given check

	@param check The function to wrap with an assert

	@returns A function that simply wraps the given check in an assert
**--]]

Response:
function t.strict(check)
	return function(...)
		assert(check(...))
	end
end

do
	local checkChildren = t.map(t.string, t.callback)

	--[[**
		Takes a table where keys are child names and values are functions to check the children against.
		Pass an instance tree into the function.
		If at least one child passes each check, the overall check passes.

		Warning! If you pass in a tree with more than one child of the same name, this function will always return false

		@param checkTable The table to check against

		@returns A function that checks an instance tree
	**--]]
	function t.children(checkTable)
		assert(checkChildren(checkTable))

		return function(value)
			local instanceSuccess, instanceErrMsg = t.Instance(value)
			if not instanceSuccess then
				return false, instanceErrMsg or ""
			end

			local childrenByName = {}
			for _, child in pairs(value:GetChildren()) do
				local name = child.Name
				if checkTable[name] then
					if childrenByName[name] then
						return false, string.format("Cannot process multiple children with the same name \"%s\"", name)
					end
					childrenByName[name] = child
				end
			end

			for name, check in pairs(checkTable) do
				local success, errMsg = check(childrenByName[name])
				if not success then
					return false, string.format("[%s.%s] %s", value:GetFullName(), name, errMsg or "")
				end
			end

			return true
		end
	end
end

return t


Response:
if guntype == 1 then
local torso = model.Parent:FindFirstChild("Torso")
if torso ~= nil then
if weldmode == 1 then--barrel pointing upper-right
local w = Instance.new("Weld")
w.Part0 = torso
w.Parent = w.Part0
w.Part1 = handle
w.C1 = CFrame.new(distance *-1, 0.25 +y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation *-1), (math.pi / 2), 0)
elseif weldmode == 2 then--barrel pointing upper-left
local w = Instance.new("Weld")
w.Part0 = torso
w.Parent = w.Part0
w.Part1 = handle
w.C1 = CFrame.new(distance, 0.25 +y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation *-1), (math.pi / 2 ) *-1, 0)
elseif weldmode == 3 then--barrel pointing upside-right
local w = Instance.new("Weld")
w.Part0 = torso
w.Parent = w.Part0
w.Part1 = handle
w.C1 = CFrame.new(distance *-1, -0.1+y, 0.2 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation), (math.pi / 2), -1.5)
elseif weldmode == 4 then--barrel pointing upside-left
local w = Instance.new("Weld")
w.Part0 = torso
w.Parent = w.Part0
w.Part1 = handle
w.C1 = CFrame.new(distance, 0.25+y, -0.75 +x *-1) * CFrame.fromEulerAnglesXYZ(math.rad(rotation), (math.pi / 2 +rotation) *-1.1, 1)
end
end


Prompt:
-- NEW V13.1.0 - PartCache tie-in. If you use the PartCache module to create cosmetic bullets, you can now directly tie that in.
-- Ensure you're using the latest version of PartCache.

Response: local CosmeticPartProvider = PartCacheModule.new(CosmeticBullet, 100, CosmeticBulletsFolder)


Response:
while true do
	local Frame = MainFrame
	local Engine = Helicopter:FindFirstChild("Engine")
	wait()
	Frame.ALT.Text = ' ALTITUDE: ' .. math.floor(Helicopter.Engine.Position.Y -5)
	Frame.SPD.Text = " SPEED:  ".. math.floor(Engine.Velocity.Magnitude).." SPS"
	Frame.TASPEED.Text = "V SPEED: ".. math.floor(Engine.Velocity.Y).." SPS"
	Frame.ZZ.Text = "THROTTLE: "..Helicopter.Pilot.Throttle.Value.." %"
end


Prompt: -- Wait for tool to load completely

Response:
local TotalDescendants = (Indicator:WaitForChild 'DescendantCount').Value;
while not (#Tool:GetDescendants() >= TotalDescendants) do
	wait(0.1);
end;


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 = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)

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

	SprintSpeed = 21;


Prompt: -- Don't edit below unless you know what you're doing.

Response:
local O = true
function onClicked()
if O == true then
	O = false
	One()

elseif O == false then
	O = true
    Two()
end
end

script.Parent.MouseButton1Down:connect(onClicked)


Prompt: --[[ FUNCTIONS ]]

Response:
local function lerpLength(msg, min, max)
	return min + (max - min) * math.min(getMessageLength(msg) / 75.0, 1.0)
end

local function createFifo()
	local this = {}
	this.data = {}

	local emptyEvent = Instance.new("BindableEvent")
	this.Emptied = emptyEvent.Event

	function this:Size()
		return #this.data
	end

	function this:Empty()
		return this:Size() <= 0
	end

	function this:PopFront()
		table.remove(this.data, 1)
		if this:Empty() then emptyEvent:Fire() end
	end

	function this:Front()
		return this.data[1]
	end

	function this:Get(index)
		return this.data[index]
	end

	function this:PushBack(value)
		table.insert(this.data, value)
	end

	function this:GetData()
		return this.data
	end

	return this
end

local function createCharacterChats()
	local this = {}

	this.Fifo = createFifo()
	this.BillboardGui = nil

	return this
end

local function createMap()
	local this = {}
	this.data = {}
	local count = 0

	function this:Size()
		return count
	end

	function this:Erase(key)
		if this.data[key] then count = count - 1 end
		this.data[key] = nil
	end

	function this:Set(key, value)
		this.data[key] = value
		if value then count = count + 1 end
	end

	function this:Get(key)
		if not key then return end
		if not this.data[key] then
			this.data[key] = createCharacterChats()
			local emptiedCon = nil
			emptiedCon = this.data[key].Fifo.Emptied:connect(function()
				emptiedCon:disconnect()
				this:Erase(key)
			end)
		end
		return this.data[key]
	end

	function this:GetData()
		return this.data
	end

	return this
end

local function createChatLine(message, bubbleColor, isLocalPlayer)
	local this = {}

	function this:ComputeBubbleLifetime(msg, isSelf)
		if isSelf then
			return lerpLength(msg, 8, 15)
		else
			return lerpLength(msg, 12, 20)
		end
	end

	this.Origin = nil
	this.RenderBubble = nil
	this.Message = message
	this.BubbleDieDelay = this:ComputeBubbleLifetime(message, isLocalPlayer)
	this.BubbleColor = bubbleColor
	this.IsLocalPlayer = isLocalPlayer

	return this
end

local function createPlayerChatLine(player, message, isLocalPlayer)
	local this = createChatLine(message, BubbleColor.WHITE, isLocalPlayer)

	if player then
		this.User = player.Name
		this.Origin = player.Character
	end

	return this
end

local function createGameChatLine(origin, message, isLocalPlayer, bubbleColor)
	local this = createChatLine(message, bubbleColor, isLocalPlayer)
	this.Origin = origin

	return this
end

function createChatBubbleMain(filePrefix, sliceRect)
	local chatBubbleMain = Instance.new("ImageLabel")
	chatBubbleMain.Name = "ChatBubble"
	chatBubbleMain.ScaleType = Enum.ScaleType.Slice
	chatBubbleMain.SliceCenter = sliceRect
	chatBubbleMain.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png"
	chatBubbleMain.BackgroundTransparency = 1
	chatBubbleMain.BorderSizePixel = 0
	chatBubbleMain.Size = UDim2.new(1.0, 0, 1.0, 0)
	chatBubbleMain.Position = UDim2.new(0, 0, 0, 0)

	return chatBubbleMain
end

function createChatBubbleTail(position, size)
	local chatBubbleTail = Instance.new("ImageLabel")
	chatBubbleTail.Name = "ChatBubbleTail"
	chatBubbleTail.Image = "rbxasset://textures/ui/dialog_tail.png"
	chatBubbleTail.BackgroundTransparency = 1
	chatBubbleTail.BorderSizePixel = 0
	chatBubbleTail.Position = position
	chatBubbleTail.Size = size

	return chatBubbleTail
end

function createChatBubbleWithTail(filePrefix, position, size, sliceRect)
	local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect)

	local chatBubbleTail = createChatBubbleTail(position, size)
	chatBubbleTail.Parent = chatBubbleMain

	return chatBubbleMain
end

function createScaledChatBubbleWithTail(filePrefix, frameScaleSize, position, sliceRect)
	local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect)

	local frame = Instance.new("Frame")
	frame.Name = "ChatBubbleTailFrame"
	frame.BackgroundTransparency = 1
	frame.SizeConstraint = Enum.SizeConstraint.RelativeXX
	frame.Position = UDim2.new(0.5, 0, 1, 0)
	frame.Size = UDim2.new(frameScaleSize, 0, frameScaleSize, 0)
	frame.Parent = chatBubbleMain

	local chatBubbleTail = createChatBubbleTail(position, UDim2.new(1, 0, 0.5, 0))
	chatBubbleTail.Parent = frame

	return chatBubbleMain
end

function createChatImposter(filePrefix, dotDotDot, yOffset)
	local result = Instance.new("ImageLabel")
	result.Name = "DialogPlaceholder"
	result.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png"
	result.BackgroundTransparency = 1
	result.BorderSizePixel = 0
	result.Position = UDim2.new(0, 0, -1.25, 0)
	result.Size = UDim2.new(1, 0, 1, 0)

	local image = Instance.new("ImageLabel")
	image.Name = "DotDotDot"
	image.Image = "rbxasset://textures/" .. tostring(dotDotDot) .. ".png"
	image.BackgroundTransparency = 1
	image.BorderSizePixel = 0
	image.Position = UDim2.new(0.001, 0, yOffset, 0)
	image.Size = UDim2.new(1, 0, 0.7, 0)
	image.Parent = result

	return result
end

local this = {}
this.ChatBubble = {}
this.ChatBubbleWithTail = {}
this.ScalingChatBubbleWithTail = {}
this.CharacterSortedMsg = createMap()


Prompt: --Created by Drakerose

Response:
local safeZone = require(game:GetService("ServerScriptService").Zones.ZonesBase.SafeZone)
local newZone = safeZone.new(script.Parent, "Box")


Prompt: --don't touch anything here.--

Response:
local button = script.Parent

button.MouseButton1Click:connect(function()
	if game.Players:FindFirstChild(script.Parent.Parent.Username.Text) then
		game.ReplicatedStorage.KickPlayer:FireServer(script.Parent.Parent.Username.Text, script.Parent.Parent.Reason.Text)
	end
end)


Prompt:
-- # CODE BELOW # --
-- ^    Do not change anything else

Response:
local GoreFolder = game.ReplicatedStorage["Gore by Leveled Development"];
local Core = require(GoreFolder.Modules.Core);

function Asset(Player)
	local Character = Player.Character;
	local Gibs = script.Gibs;
	local GibParts = {
		["Head"] = {Gibs["Head"]:Clone(), Character["Head"]},
		["LeftArm"] = {Gibs["LeftArm"]:Clone(), Character["Left Arm"]},
		["RightArm"] = {Gibs["RightArm"]:Clone(), Character["Right Arm"]},
		["LeftLeg"] = {Gibs["LeftLeg"]:Clone(), Character["Left Leg"]},
		["RightLeg"] = {Gibs["RightLeg"]:Clone(), Character["Right Leg"]}
	};

	for Int, Parts in pairs(GibParts) do
		Parts[1].Parent = Parts[2];
		Parts[1].CFrame = Parts[2].CFrame;
		Core.WeldTo(Parts[2], Parts[1]);
	end;

	if not Character:FindFirstChild("Humanoid") then
		repeat wait() until Character:FindFirstChild("Humanoid");
	end;
	if not Character:FindFirstChild("Humanoid"):FindFirstChild("HumanoidDescription") then
		repeat wait() until Character:FindFirstChild("Humanoid"):FindFirstChild("HumanoidDescription");
	end;

	GibParts["Head"][1]["Main"].Color = Character.Humanoid.HumanoidDescription.HeadColor;
	GibParts["LeftArm"][1]["Main"].Color = Character.Humanoid.HumanoidDescription.LeftArmColor;
	GibParts["RightArm"][1]["Main"].Color = Character.Humanoid.HumanoidDescription.RightArmColor;
	GibParts["LeftLeg"][1]["Main"].Color = Character.Humanoid.HumanoidDescription.LeftLegColor;
	GibParts["RightLeg"][1]["Main"].Color = Character.Humanoid.HumanoidDescription.RightLegColor;
end;

game.Players.PlayerAdded:Connect(function(Player)
	if not Player.Character then
		Player.CharacterAdded:Wait();
	end;
	Asset(Player);
	while wait() do
		if Player.Character:FindFirstChild("Head") then
			if not Player.Character.Head:FindFirstChild("Head") then
				Asset(Player);
			end;
		end;
	end;
end);


Prompt: --Set up input changed class for controllers.

Response:
local ControllerDown = false
table.insert(EventsToDisconnect,UserInputService.InputChanged:Connect(function(Input,Processed)
	if Processed then return end
	local Character = Player.Character
	if not Character then return end
	local Humanoid = Character:FindFirstChildOfClass("Humanoid")
	if not Humanoid or Humanoid.Health <= 0 then return end

	--Disconnect the event if the tool is unparented.
	DisconnectEvents()

	--Handle input if it is the right trigger.
	if (Input.UserInputType == Enum.UserInputType.Gamepad1 or Input.UserInputType == Enum.UserInputType.Gamepad2) and Input.KeyCode == Enum.KeyCode.ButtonR2 then
		local ShouldBeDown = (Input.Position.Z > 0.8)

		if ShouldBeDown and not ControllerDown then
			--If it is 80% down and it was up, set it down.
			ControllerDown = true

			if VRService.VREnabled then
				--The camera's CFrame is used with VR.
				--For a VR version, a more robust implemention should be done.
				local CameraCF = Camera.CFrame
				local Position = CastRay(CameraCF.p,CameraCF.lookVector,1000)
				LongInputBeganEvent:Fire(Position)
				InputBeganEvent:Fire(Position)
			else
				--The center mouse is used with controllers.
				local Position = Get3DPosition(Mouse.X,Mouse.Y)
				LongInputBeganEvent:Fire(Position)
				InputBeganEvent:Fire(Position)
			end
		elseif not ShouldBeDown and ControllerDown then
			--If it is not 80% down and it was down, set it to up.
			ControllerDown = false

			if VRService.VREnabled then
				--The camera's CFrame is used with VR.
				--For a VR version, a more robust implemention should be done.
				local CameraCF = Camera.CFrame
				InputEndedEvent:Fire(CastRay(CameraCF.p,CameraCF.lookVector,1000))
			else
				--The center mouse is used with controllers.
				InputEndedEvent:Fire(Get3DPosition(Mouse.X,Mouse.Y))
			end
		end
	end
end))


Prompt:
--- Invoke a command programmatically as the local user e.g. from a settings menu
-- Command should be the first argument, all arguments afterwards should be the arguments to the command.

Response:
function Dispatcher:Run (...)
	if not Players.LocalPlayer then
		error("Dispatcher:Run can only be called from the client.")
	end

	local args = {...}
	local text = args[1]

	for i = 2, #args do
		text = text .. " " .. tostring(args[i])
	end

	local command, errorText = self:Evaluate(text, Players.LocalPlayer)

	if not command then
		error(errorText) -- We do a full-on error here since this is code-invoked and they should know better.
	end

	local success, errorText = command:Validate(true) -- luacheck: ignore

	if not success then
		error(errorText)
	end

	return command:Run()
end


Prompt: ---Exit function in progress

Response:
local function ExitSeat()
	if Character.Humanoid.Sit == true then
		for i,v in pairs(Character.HumanoidRootPart:GetJoints()) do
			--print(v)
		end
	end
end


Prompt:
--[[
    Creates an explosion at part's position, with specified radius. Destroys any tagged tiles within range
]]

Response:
local CollectionService = game:GetService("CollectionService")
local Debris = game:GetService("Debris")

return function(part, radius, tagName)
	if not part or not part.Parent then
		return
	end

	local position = part.Position

	local sound = part:FindFirstChild("Explode")

	if sound then
		sound.PlayOnRemove = true
	end

	local explosion = Instance.new("Explosion")
	explosion.Position = position
	explosion.BlastPressure = 0
	explosion.BlastRadius = radius
	explosion.Parent = part

	Debris:AddItem(part, 0.25)

	for _, tile in pairs(CollectionService:GetTagged(tagName)) do
		if tile and tile:IsDescendantOf(workspace) then
			local distance = (tile.Position - position).magnitude
			if distance <= radius then
				tile.Transparency = 0.5
				tile.Anchored = false
				Debris:AddItem(tile, 3)
			end
		end
	end
end


Prompt:
--[=[
	@param signal RBXScriptSignal
	@param fn (...: any) -> ()
	@return RBXScriptConnection
	Connects the function to the signal, adds the connection
	to the trove, and then returns the connection.

	This is shorthand for `trove:Add(signal:Connect(fn))`.

	```lua
	trove:Connect(workspace.ChildAdded, function(instance)
		print(instance.Name .. " added to workspace")
	end)
	```
]=]

Response:
function Trove:Connect(signal, fn)
	if self._cleaning then
		error("Cannot call trove:Connect() while cleaning", 2)
	end
	return self:Add(signal:Connect(fn))
end


Prompt: -- Create component

Response:
local Component = Cheer.CreateComponent('BTNotificationsManager', View);

function Component.Start(Core)

	-- Display update notification if tool is outdated
	if Core.IsVersionOutdated() then
		if Core.Mode == 'Plugin' then
			Cheer(View.PluginUpdateNotification).Start(Component.AdjustLayout);
		elseif Core.Mode == 'Tool' then
			Cheer(View.ToolUpdateNotification).Start(Component.AdjustLayout);
		end;
	end;

	-- Display HttpEnabled warning if HttpService is disabled
	if not Core.SyncAPI:Invoke('IsHttpServiceEnabled') then
		Cheer(View.HttpDisabledWarning).Start(Component.AdjustLayout);
	end;

	-- Adjust layout
	View.UIListLayout:ApplyLayout();

	-- Animate opening
	View.Position = UDim2.new(0.5, 0, 1.5, 0);
	View.Visible = true;
	View:TweenPosition(UDim2.new(0.5, 0, 0.5, 0), nil, nil, 0.2);

	-- Destroy notifications container on tool unequip
	Spawn(function ()
		Core.Disabling:wait();
		View:Destroy();
	end);

	-- Return component for chaining
	return Component;

end;

function Component.AdjustLayout()
	View.UIListLayout:ApplyLayout();
end;

return Component;


Prompt:
--[[**
	ensures value is NaN

	@param value The value to check against

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

Response:
function t.nan(value)
	if value ~= value then
		return true
	else
		return false, "unexpected non-NaN value"
	end
end


Prompt:
--- A helper that evaluates and runs the command in one go.
-- Either returns any validation errors as a string, or the output of the command as a string. Definitely a string, though.

Response:
function Dispatcher:EvaluateAndRun (text, executor, options)
	executor = executor or Players.LocalPlayer
	options = options or {}

	if RunService:IsClient() and options.IsHuman then
		self:PushHistory(text)
	end

	local command, errorText = self:Evaluate(text, executor, nil, options.Data)

	if not command then
		return errorText
	end

	local ok, out = xpcall(function()
		local valid, errorText = command:Validate(true) -- luacheck: ignore

		if not valid then
			return errorText
		end

		return command:Run() or "Command executed."
	end, function(value)
		return debug.traceback(tostring(value))
	end)

	if not ok then
		warn(("Error occurred while evaluating command string %q\n%s"):format(text, tostring(out)))
	end

	return ok and out or "An error occurred while running this command. Check the console for more information."
end


Prompt: --("IsASeatWeld")

Response: if w.Part1.Parent:findFirstChild("Humanoid")~=nil then


Prompt:
--local tweenmenu = TweenService:Create(
--    script.Parent.Parent.Frame,
--    TweenInfo.new(0.3),
--    {
--        Rotation = 0;
--        Size = UDim2.new(0.5, 50,0.506, 50)
--    }
--)
--
--local tweenmenuclose = TweenService:Create(
--    script.Parent.Parent.Frame,
--    TweenInfo.new(0.3),
--    {
--        Rotation = 0;
--        Size = UDim2.new(0, 0,0, 0)
--    }
--)


Prompt: --// Bullet Physics

Response:
	BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop
	BulletSpeed = 3000; -- Bullet Speed
	BulletSpread = 0; -- How much spread the bullet has

	ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds
	ExploSpeed = 600; -- Speed for explosive rounds

	BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)


Prompt: --[[Misc]]

Response:
	Tune.LoadDelay		= 1.0		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= false		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= true		-- Set to false if using manual flip plugin
	Tune.AutoUpdate		= true		-- Automatically applies minor updates to the chassis if any are found.
									-- Will NOT apply major updates, but will notify you of any.
									-- Set to false to mute notifications, or if using modified Drive.


Prompt:
--[[
    Returns the ServerPlayerComponents of players that are still in state 'game'
]]

Response:
local ServerStorage = game:GetService("ServerStorage")
local Players = game:GetService("Players")

local PlayerManager = require(ServerStorage.Source.Managers.PlayerManager)

return function(returnComponents)
	local players = {}
	for _, playerComponent in pairs(PlayerManager.getAllPlayers()) do
		if playerComponent.player and playerComponent:getStatus("currentState") == "game" then
			if playerComponent.player:IsDescendantOf(Players) then
				table.insert(players, returnComponents and playerComponent or playerComponent.player)
			end
		end
	end
	return players
end


Prompt: --[[ Initialization ]]

Response:
--
 -- TODO: Remove when safe! ContextActionService crashes touch clients with tupele is 2 or more
if not UserInputService.TouchEnabled then
	initialize()
	if isShiftLockMode() then
		InputCn = UserInputService.InputBegan:connect(onShiftInputBegan)
		IsActionBound = true
	end
end

return ShiftLockController


Response:
	-- Selection and deselection

bin.Selected:connect(function()

	selected = true

end)

bin.Deselected:connect(function()

	selected = false

end)

	-- End selection and deselection

mouse.Button1Down:connect(function()

	if not deb and selected then

		deb = true

		inRemote:FireServer("Mouse1")

		wait(.1)

		deb = false

	end

end)


Prompt: -- This finds the tank that we are controlling

Response:
parts = script.Parent.Parent.Parent.Turret.Value;
tankStats = parts.Stats;


Prompt:
--[[
Classes.TextMask

This class creates a text mask object which can be used to limit user input into a text gui element

Constructors:
	new(textFrame [instance])
		> Creates a text mask object for the given text frame.

Properties:
	Frame [instance]
		> The text frame that you put as an argument when creating the text mask object.

Methods:
	:GetValue() [variant]
		> Returns the text frame's value converted to the mask type.
		> For instance if you used a vector3 mask then this would return the value inputted as a vector3
	:GetMaskType() [string]
		> Returns the name of the mask type you are using
	:SetMaxLength(len [integer]) [void]
		> Sets the maximum number of characters the user can input into the text field
		> By default the max length is 230,000 characters
	:SetMaskType(name [string]) [void]
		> Sets mask type of the mask object. This name should coincide with a child of this module
		> By default the mask type is always set to "String"
	:Destroy() [void]
		> Destroys the mask object and any events, etc used in the purpose of running it.

--]]


Prompt: --// Handling Settings

Response:
	Firerate = 60 / 900; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!

	FireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive


Prompt: -- Overrides Keyboard:UpdateJump() because jump is handled in OnRenderStepped

Response:
function ClickToMove:UpdateJump()
	-- Nothing to do (handled in OnRenderStepped)
end


Prompt: --[[Susupension]]

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

	--Front Suspension
	Tune.FSusDamping	= 400		-- Spring Dampening
	Tune.FSusStiffness	= 17000		-- Spring Force
	Tune.FSusLength		= .8		-- Resting Suspension length (in studs)
	Tune.FSusMaxExt		= .15		-- Max Extension Travel (in studs)
	Tune.FSusMaxComp	= .05		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 75		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 6			-- Wishbone Length
	Tune.FWsBoneAngle	= 3			-- 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	= 400		-- Spring Dampening
	Tune.RSusStiffness	= 17000		-- Spring Force
	Tune.RSusLength		= .8		-- Resting Suspension length (in studs)
	Tune.RSusMaxExt		= .15		-- Max Extension Travel (in studs)
	Tune.RSusMaxComp	= .05		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 2			-- 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		= "Really red"		-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 8				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt: --// Handling Settings

Response:
	Firerate = 60 / 850; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!

	FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive


Prompt:
--[[
	Returns a list of an object's descendants

	INPUT: Object object
	OUTPUT: Table descendants
--]]

Response:
return function(object)
	local list = {}

	local search;search = function(parent)
		for index, child in next, parent:GetChildren() do
			table.insert(list, child)
			search(child)
		end
	end

	search(object)

	return list
end


Prompt: -- regeneration

Response:
function regenHealth()
	if regening then return end
	regening = true

	while Humanoid.Health < Humanoid.MaxHealth do
		local s = wait(1)
		local health = Humanoid.Health
		if health > 0 and health < Humanoid.MaxHealth then
			local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
			health = health + newHealthDelta
			Humanoid.Health = math.min(health,Humanoid.MaxHealth)
		end
	end

	if Humanoid.Health > Humanoid.MaxHealth then
		Humanoid.Health = Humanoid.MaxHealth
	end

	regening = false
end

Humanoid.HealthChanged:connect(regenHealth)


Prompt: --Responsible for regening a player's humanoid's health


Prompt: --Made by Luckymaxer

Response:
Model = script.Parent

Debris = game:GetService("Debris")

FadeRate = 0.025
Rate = (1 / 15)

Removing = false

function RemoveModel()
	if Removing then
		return
	end
	local Parts = {}
	for i, v in pairs(Model:GetChildren()) do
		if v:IsA("Model") then
			table.insert(Parts, v)
		end
	end
	if #Parts == 0 then
		Removing = true
		Model.Name = ""
		Debris:AddItem(Model, 0.5)
	end
end

Model.ChildRemoved:connect(function(Child)
	RemoveModel()
end)

wait(1.5)

RemoveModel()


Prompt: -- declarations

Response:
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2


Prompt:
-- BEHAVIOUR
--Controller support

Response:
coroutine.wrap(function()

	-- Create PC 'Enter Controller Mode' Icon
	runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion
	local Icon = require(iconModule)
	local controllerOptionIcon = Icon.new()
		:setProperty("internalIcon", true)
		:setName("_TopbarControllerOption")
		:setOrder(100)
		:setImage(11162828670)
		:setRight()
		:setEnabled(false)
		:setTip("Controller mode")
		:setProperty("deselectWhenOtherIconSelected", false)

	-- This decides what controller widgets and displays to show based upon their connected inputs
	-- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle
	-- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode
	userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(IconController._determineControllerDisplay)
	userInputService.GamepadConnected:Connect(IconController._determineControllerDisplay)
	userInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay)
	IconController._determineControllerDisplay()

	-- Enable/Disable Controller Mode when icon clicked
	local function iconClicked()
		local isSelected = controllerOptionIcon.isSelected
		local iconTip = (isSelected and "Normal mode") or "Controller mode"
		controllerOptionIcon:setTip(iconTip)
		IconController._enableControllerMode(isSelected)
	end
	controllerOptionIcon.selected:Connect(iconClicked)
	controllerOptionIcon.deselected:Connect(iconClicked)

	-- Hide/show topbar when indicator action selected in controller mode
	userInputService.InputBegan:Connect(function(input,gpe)
		if not IconController.controllerModeEnabled then return end
		if input.KeyCode == Enum.KeyCode.DPadDown then
			if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then
				IconController.setTopbarEnabled(true,false)
			end
		elseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then
			if IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == "rbxassetid://5278151556" then
				IconController.activeButtonBCallbacks = 0
				guiService.SelectedObject = nil
			end
			if IconController.activeButtonBCallbacks == 0 then
				IconController._previousSelectedObject = guiService.SelectedObject
				IconController._setControllerSelectedObject(nil)
				IconController.setTopbarEnabled(false,false)
			end
		end
		input:Destroy()
	end)

	-- Setup overflow icons
	for alignment, detail in pairs(alignmentDetails) do
		if alignment ~= "mid" then
			local overflowName = "_overflowIcon-"..alignment
			local overflowIcon = Icon.new()
				:setProperty("internalIcon", true)
				:setImage(6069276526)
				:setName(overflowName)
				:setEnabled(false)
			detail.overflowIcon = overflowIcon
			overflowIcon.accountForWhenDisabled = true
			if alignment == "left" then
				overflowIcon:setOrder(math.huge)
				overflowIcon:setLeft()
				overflowIcon:set("dropdownAlignment", "right")
			elseif alignment == "right" then
				overflowIcon:setOrder(-math.huge)
				overflowIcon:setRight()
				overflowIcon:set("dropdownAlignment", "left")
			end
			overflowIcon.lockedSettings = {
				["iconImage"] = true,
				["order"] = true,
				["alignment"] = true,
			}
		end
	end

	-- This checks if voice chat is enabled
	task.defer(function()
		local success, enabledForUser
		while true do
			success, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end)
			if success then
				break
			end
			task.wait(1)
		end
		local function checkVoiceChatManuallyEnabled()
			if IconController.voiceChatEnabled then
				if success and enabledForUser then
					voiceChatIsEnabledForUserAndWithinExperience = true
					IconController.updateTopbar()
				end
			end
		end
		checkVoiceChatManuallyEnabled()

		--------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE ---------------
		localPlayer.PlayerGui:WaitForChild("TopbarPlus", 999)
		task.delay(10, function()
			checkVoiceChatManuallyEnabled()
			if IconController.voiceChatEnabled == nil and success and enabledForUser and isStudio then
				warn("⚠TopbarPlus Action Required⚠ If VoiceChat is enabled within your experience it's vital you set IconController.voiceChatEnabled to true ``require(game.ReplicatedStorage.Icon.IconController).voiceChatEnabled = true`` otherwise the BETA label will not be accounted for within your live servers. This warning will disappear after doing so. Feel free to delete this warning or to set to false if you don't have VoiceChat enabled within your experience.")
			end
		end)
		------------------------------------------------------------------------------------------------------------

	end)

	if not isStudio then
		local ownerId = game.CreatorId
		local groupService = game:GetService("GroupService")
		if game.CreatorType == Enum.CreatorType.Group then
			local success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end)
			if success then
				ownerId = ownerInfo.Id
			end
		end
		local version = require(iconModule.VERSION)
		if localPlayer.UserId ~= ownerId then
			local marketplaceService = game:GetService("MarketplaceService")
			local success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end)
			if success and placeInfo then
				-- Required attrbute for using TopbarPlus
				-- This is not printed within stuido and to the game owner to prevent mixing with debug prints
				local gameName = placeInfo.Name
				print(("\n\n\n⚽ %s uses TopbarPlus %s\n🍍 TopbarPlus was developed by ForeverHD and the Nanoblox Team\n🚀 You can learn more and take a free copy by searching for 'TopbarPlus' on the DevForum\n\n"):format(gameName, version))
			end
		end
	end

end)()


Response:
UIS.InputBegan:Connect(function(input, processed)
	if not processed then
		if UIS:IsKeyDown(Enum.KeyCode.LeftShift)  then
			if UIS:IsKeyDown(Enum.KeyCode.C) then
				if freeCamEnabled then
					ExitFreecam()
				else
					EnterFreecam()
				end
			end
		end
	end
end)


Prompt: --[[Wheel Alignment]]

Response:
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -1
	Tune.RCamber		= -1
	Tune.FToe			= 0
	Tune.RToe			= 0


Prompt:
--When the button is pushed, it makes something appear. This is tricky, because you need to
--actually make the thing that is to appear first. This is the general idea:
--Game starts, saves the object for later spawning, removes the object from the game, and waits
--for the button to be pushed to insert a clone of the saved object (if money check is ok). Study the code AND the objects
--in the game to understand how this works. If the object that should be spawned is missing, you need
--to make it first, because you probably saved this place after it was removed at the very beginning of the map.
--If this is the case, then make whatever, and put it in a group called "MoneyUpgradeModel"


Prompt: -- Child can be `number` in Stack renderer but not in Fiber renderer.

Response: type ReactTestChild = ReactTestObject | string | number


Prompt: --[[Weight and CG]]

Response:
	Tune.Weight			= 3000		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible

	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]

	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members


Prompt:
--[=[
	@return value: any
	Returns the value in the option, or throws an error if the option is None.
]=]

Response:
function Option:Unwrap()
	return self:Expect("Cannot unwrap option of None type")
end


Prompt: -- Figure out the next scene to load when one finishes.

Response:
EventSequencer.onOrchestrationFinished:Connect(function(endedSceneName)
	if endedSceneName == PSV_SCENE.Name then
		-- PreShowVenue just ended. Now load the first scene in the show.
		local scene1 = SHOW_SCENES[1]
		if scene1 then
			EventSequencer.loadScene(scene1.Name)
		else
			warn("There are no scenes in the show list to load.")
			loadPreShowVenue()
		end
	else
		-- Find the ended-scene in the show list so that we know what to load next.
		for i,scene in ipairs(SHOW_SCENES) do
			if scene.Name == endedSceneName then
				if i < #SHOW_SCENES then
					-- Load the next scene.
					EventSequencer.loadScene(SHOW_SCENES[i+1].Name)
				else
					-- Last scene in the show ended. Load the PreShowVenue.
					loadPreShowVenue()
				end
			end
		end
	end
end)


Prompt: --// Probabilities

Response:
	JamChance = 0; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween
	TracerChance = 100; -- This is the percen scaled. For 100% Chance of showing tracer, put 100, for 0%, 0; and everything inbetween


Prompt: --[[Steering]]

Response:
	Tune.SteeringType	= 'New'		-- New = Precise steering calculations based on real life steering assembly (LuaInt)
									-- Old = Previous steering calculations
	-- New Options
	Tune.SteerRatio		= 15/1		-- Steering ratio of your steering rack, google it for your car
	Tune.LockToLock		= 2.6		-- Number of turns of the steering wheel lock to lock, google it for your car
	Tune.Ackerman		= .9		-- If you don't know what it is don't touch it, ranges from .7 to 1.2

	-- Old Options
	Tune.SteerInner		= 45		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 38		-- Outer wheel steering angle (in degrees)

	-- General Steering
	Tune.SteerSpeed		= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 330		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree

	-- Steer Gyro Tuning, avoid changing these
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness

	--Four Wheel Steering (LuaInt)
	Tune.FWSteer			= 'None'	-- Static, Speed, Both, or None
	Tune.RSteerOuter		= 10		-- Outer rear wheel steering angle (in degrees)
	Tune.RSteerInner		= 10		-- Inner rear wheel steering angle (in degrees)
	Tune.RSteerSpeed		= 60		-- Speed at which 4WS fully activates (Speed), deactivates (Static), or transition begins (Both) (SPS)
	Tune.RSteerDecay		= 330		-- Speed of gradient cutoff (in SPS)

	-- Rear Steer Gyro Tuning, avoid changing these
	Tune.RSteerD			= 1000		-- Steering Dampening
	Tune.RSteerMaxTorque	= 50000		-- Steering Force
	Tune.RSteerP			= 100000	-- Steering Aggressiveness


Prompt: --If it is a new location, it adds to table

Response:
local function chunkExists(chunkX, chunkZ)

	if not chunks[chunkX] then

		chunks[chunkX] = {}

	end

	return chunks[chunkX][chunkZ]

end


Prompt: --// Declarables

Response:
local L_5_ = L_1_:WaitForChild('Resource')
local L_6_ = L_5_:WaitForChild('FX')
local L_7_ = L_5_:WaitForChild('Events')
local L_8_ = L_5_:WaitForChild('HUD')
local L_9_ = L_5_:WaitForChild('Modules')
local L_10_ = L_5_:WaitForChild('Vars')
local L_11_ = L_5_:WaitForChild('SettingsModule')
local L_12_ = require(L_11_:WaitForChild('ServerConfig'))
local L_13_ = L_5_:WaitForChild('Nodes')
local L_14_

local L_15_
local L_16_

local L_17_
local L_18_
local L_19_

local L_20_
local L_21_
local L_22_
local L_23_
local L_24_
local L_25_

local L_26_
local L_27_


Prompt: --Added those two (if player/if not player) in so this wouldn't break if you used it on AI, or something of the sort.

Response:
	end
end

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

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

function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end
local fx=script.Parent:FindFirstChild("Blade")
local fx2=script.Parent.Blade:FindFirstChild("Stroke")

function lunge()
	damage = lunge_damage

	LungeSound:play()

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

	local force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0)
	force.maxForce = Vector3.new(0,4000,0) -- ADD THIS TO CHANGE MOMENTUM
	force.Parent = Tool.Parent.Torso
	if fx and fx2 and fxToggled then fx2.Enabled=true end
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()
	if fx and fx2 then fx2.Enabled=false end

	damage = slash_damage
end

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

function swordOut()
	Tool.GripForward = Vector3.new(1, 0, 0)
	Tool.GripRight = Vector3.new(0, 0, -1)
	Tool.GripUp = Vector3.new(-20, -1, 0)
end

function swordAcross()
	-- parry
end

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

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

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

	local t = r.Stepped:wait()

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

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end
script.Parent.Effects.OnServerEvent:connect(function(p,toggle)
	local ch=script.Parent.Blade:GetChildren()
	for i=1,#ch do
		if ch[i].ClassName=="ParticleEmitter" or ch[i].ClassName=="PointLight" then
			ch[i].Enabled=toggle
		end
	end
	spawn(function()
		wait(.5)
		script.Parent.Blade.Stroke.Enabled=false
	end)
	fxToggled=toggle
	if not toggle then
		script.Parent.Blade.Material=Enum.Material.Metal
		script.Parent.Blade.BrickColor=BrickColor.new("Institutional white")
		damage=5
		slash_damage=10
		lunge_damage=30

	else
		script.Parent.Blade.Material=Enum.Material.Neon
		script.Parent.Blade.BrickColor=BrickColor.new("Cool yellow")
		damage=15
		slash_damage=20
		lunge_damage=50
	end
end)

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

connection = sword.Touched:connect(blow)


Prompt: --// KeyBindings

Response:
	FireSelectKey = Enum.KeyCode.V;
	CycleSightKey = Enum.KeyCode.T;
	LaserKey = Enum.KeyCode.G;
	LightKey = Enum.KeyCode.B;
	InteractKey = Enum.KeyCode.E;
	AlternateAimKey = Enum.KeyCode.Z;
	InspectionKey = Enum.KeyCode.H;


Prompt:
--[[
Copyright (c) 2014 Gaëtan Renaudeau
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
--]]


Response:
	,EnableStatusUI = true				--- Don't disabled it...
	,RunWalkSpeed = 22
	,NormalWalkSpeed = 16
	,SlowPaceWalkSpeed = 8
	,CrouchWalkSpeed = 8
	,ProneWalksSpeed = 4

	,EnableHunger = false				--- Hunger and Thirst system
	,HungerWaitTime = 25

	,CanDrown = true 					--- Welp.. That's it

	,EnableStamina = true 				--- Weapon Sway based on stamina
	,RunValue = 1						--- Stamina consumption
	,StandRecover = .25					--- Stamina recovery while stading
	,CrouchRecover = .5					--- Stamina recovery while crouching
	,ProneRecover = 1					--- Stamina recovery while lying

	,EnableGPS = true					--- GPS shows your allies around you
	,GPSdistance = 50

	,InteractionMenuKey = Enum.KeyCode.LeftControl


Prompt: --------------------[ TEXTURE CREATION FUNCTIONS ]------------------------------------

Response:
function createBullet(Direction)
	local Origin = Gun.Main.CFrame.p
	local bulletCF = CF(Origin, Origin + Direction)
	local Bullet = Instance.new("Part")
	Bullet.BrickColor = S.bulletSettings.Color
	Bullet.Material = Enum.Material.Neon
	Bullet.Name = "Bullet"
	Bullet.CanCollide = false
	Bullet.FormFactor = "Custom"
	Bullet.Size = S.bulletSettings.Size
	Bullet.BottomSurface = "Smooth"
	Bullet.TopSurface = "Smooth"
	if math.min(S.bulletSettings.Size.X, S.bulletSettings.Size.Y, S.bulletSettings.Size.Z) < 0.2 then
		local Mesh = Instance.new("BlockMesh")
		Mesh.Scale = S.bulletSettings.Size / Vector3.new(
			math.max(S.bulletSettings.Size.X, 0.2),
			math.max(S.bulletSettings.Size.Y, 0.2),
			math.max(S.bulletSettings.Size.Z, 0.2)
		)
		Mesh.Parent = Bullet
	end
	local BF = Instance.new("BodyForce")
	BF.force = V3(0, Bullet:GetMass() * (196.2 - S.bulletSettings.Acceleration), 0)
	BF.Parent = Bullet
	Bullet.Parent = gunIgnore
	Bullet.CFrame = bulletCF + Direction * S.bulletSettings.Size.Z / 2
	Bullet.Velocity = Direction * S.bulletSettings.Velocity
	return Bullet
end


Prompt: --[[START]]

Response:
	script.Parent:WaitForChild("Car")
	script.Parent:WaitForChild("IsOn")
	script.Parent:WaitForChild("ControlsOpen")
	script.Parent:WaitForChild("Values")


Prompt: -- checks when ground is close enough to disable skydiving or if a player fell off the map

Response:
local function makeSkydiveConnection()
	local connection = RunService.Heartbeat:Connect(function()
		if player.Character == nil then
			return
		end

		if player.Character.PrimaryPart == nil then
			return
		end

		if Skydive:isSkydiving() then
			local raycastParams = RaycastParams.new()
			raycastParams.FilterDescendantsInstances = { Environment, ServerEnvironment, workspace.Terrain }
			raycastParams.FilterType = Enum.RaycastFilterType.Whitelist
			local raycastResult = workspace:Raycast(
				player.Character.PrimaryPart.Position,
				Vector3.new(0, -5, 0),
				raycastParams
			)

			if raycastResult and raycastResult.Instance and raycastResult.Instance.Transparency == 0 then
				Skydive:stop()
			elseif raycastResult and raycastResult.Instance and not raycastResult.Instance:IsA("BasePart") then
				Skydive:stop()
			end
		end

		if player.Character.PrimaryPart.Position.Y < TELEPORT_BACK_HEIGHT then
			teleportPlayerToSkydive()

			if not Skydive:isSkydiving() then
				Skydive:start()
			end
		end
	end)
	return connection
end

Schema.OnSetup = function()
	Environment = GetCurrentSceneEnvironment()
	ServerEnvironment = GetCurrentServerEnvironmentFromClient()

	FirstNeonParts = CollectionService:GetTagged("Scene2NeonPart")
	SecondNeonParts = CollectionService:GetTagged("SecondNeonParts")
	enableBouncyPads()

	SkydiveOutOfBoundsConnection = makeSkydiveConnection()

	-- Display a message to the client to inform the user about flashing lights.
	messageTakeoverModule.ShowMessage("Warning\n\nThis scene contains bright flashing lights and strobing effects.", 4)

	teleportPlayerToSkydive()
	Skydive:start()
	local camera = workspace.CurrentCamera
	local vector = Vector3.new(0, -1, 0)

	camera.CameraType = Enum.CameraType.Custom

	camera.CFrame = CFrame.new(camera.CFrame.p, camera.CFrame.Position + vector * 100)
end

Schema.OnRun = function()
	local MainAudio = Schema:audio({
		StartTime = 0,
		SoundId = "rbxassetid://7023650590",
	})

	RunFirstNeonParts(Schema, MainAudio, FirstNeonParts)

	local spinDiscoBall = Schema:interval({
		Frequency = 0,
		OnInterval = function()
			Environment.DiscoBall.PrimaryPart.CFrame *= CFrame.Angles(0, math.rad(0.1), 0)
		end,

		SyncToAudio = {
			Audio = MainAudio,
			StartAtAudioTime = 0,
			EndAtAudioTime = 250,
		},
	})

	local horizontalLasersRoot = Environment.Lasers_Horizontal.PrimaryPart
	local verticalLasersRoot = Environment.Lasers_Vertical.PrimaryPart

	local spinLasers = Schema:interval({
		Frequency = 0,

		OnInterval = function()
			horizontalLasersRoot.CFrame *= CFrame.Angles(0, math.rad(0.1), 0)
			verticalLasersRoot.CFrame *= CFrame.Angles(0, math.rad(-0.1), 0)
		end,

		SyncToAudio = {
			Audio = MainAudio,
			StartAtAudioTime = 0,
			EndAtAudioTime = 61,
		},
	})

	local spinLasersInReverse = Schema:interval({
		Frequency = 0,

		OnInterval = function()
			horizontalLasersRoot.CFrame *= CFrame.Angles(math.rad(1), math.rad(1), math.rad(1))
			verticalLasersRoot.CFrame *= CFrame.Angles(math.rad(-1), math.rad(-1), math.rad(1))
		end,

		SyncToAudio = {
			Audio = MainAudio,
			StartAtAudioTime = 61.88,
			EndAtAudioTime = 91,
		},
	})

	local spinLasersAgain = Schema:interval({
		Frequency = 0,

		OnStart = function()
			horizontalLasersRoot.CFrame = CFrame.new(horizontalLasersRoot.Position) * CFrame.Angles(0, 0, 0)
			verticalLasersRoot.CFrame = CFrame.new(verticalLasersRoot.Position) * CFrame.Angles(0, 0, 0)
		end,
		OnInterval = function()
			horizontalLasersRoot.CFrame *= CFrame.Angles(0, math.rad(0.1), 0)
			verticalLasersRoot.CFrame *= CFrame.Angles(0, math.rad(-0.1), 0)
		end,

		SyncToAudio = {
			Audio = MainAudio,
			StartAtAudioTime = 91.68,
			EndAtAudioTime = 122.8,
		},
	})

	local spinLasersInReverseAgain = Schema:interval({
		Frequency = 0,
		OnInterval = function()
			horizontalLasersRoot.CFrame *= CFrame.Angles(
				math.rad(math.sin(os.clock()) * -2),
				math.rad(1),
				math.rad(math.sin(os.clock()) * 2)
			)
			verticalLasersRoot.CFrame *= CFrame.Angles(
				math.rad(math.sin(os.clock()) * 2),
				math.rad(1),
				math.rad(math.sin(os.clock()) * -2)
			)
		end,
		SyncToAudio = {
			Audio = MainAudio,
			StartAtAudioTime = 123.165,
			EndAtAudioTime = 169,
		},
	})

	for _, laserPointer in pairs(Environment.LaserPointers:GetChildren()) do
		local spinLaserPointers = Schema:interval({
			Frequency = 0,
			OnInterval = function()
				laserPointer.Root.CFrame *= CFrame.Angles(math.rad(0.1), math.rad(0.1), math.rad(0.1))
			end,
			SyncToAudio = {
				Audio = MainAudio,
				StartAtAudioTime = 0,
				EndAtAudioTime = 61.44,
			},
		})

		local spinLaserPointersFaster = Schema:interval({
			Frequency = 0,
			OnInterval = function()
				laserPointer.Root.CFrame *= CFrame.Angles(math.rad(1), math.rad(1), math.rad(1))
			end,
			SyncToAudio = {
				Audio = MainAudio,
				StartAtAudioTime = 61.88,
				EndAtAudioTime = 91.68,
			},
		})

		Schema:schedule({
			OnStart = function()
				local CFRAME = CFrame.lookAt(laserPointer.Root.Position, Vector3.new(0, 100, 0))
				laserPointer.Root.CFrame = CFRAME * CFrame.Angles(math.rad(-90), 0, 0)
			end,
			SyncToAudio = {
				Audio = MainAudio,
				StartAtAudioTimes = { 91.7 },
			},
		})

		Schema:interval({
			Frequency = 0,
			OnInterval = function()
				laserPointer.Root.CFrame *= CFrame.Angles(0, math.cos(math.sin(os.clock()) * 3), 0)
			end,
			SyncToAudio = {
				Audio = MainAudio,
				StartAtAudioTime = 123.165,
				EndAtAudioTime = 169,
			},
		})
	end

	local lowerBloomThreshold = Schema:tween({
		Tween = {
			Object = game.Lighting.Bloom,
			Info = TweenInfo.new(61.88, Enum.EasingStyle.Sine, Enum.EasingDirection.In, 0, false),
			Properties = {
				Threshold = 0.75,
			},
		},
		SyncToAudio = {
			Audio = MainAudio,
			StartAtAudioTimes = { 0 },
		},
	})

	local increaseBloomSize = Schema:tween({
		Tween = {
			Object = game.Lighting.Bloom,
			Info = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.In, 0, false),
			Properties = {
				Size = 56,
			},
		},
		SyncToAudio = {
			Audio = MainAudio,
			StartAtAudioTimes = { 61.44 },
		},
	})

	ThirdBeatDrop(Schema, MainAudio, Environment, FirstNeonParts, SecondNeonParts)

	Cooldown(Schema, MainAudio, Environment, FirstNeonParts, SecondNeonParts)
end

Schema.OnEndScene = function()
	if SkydiveOutOfBoundsConnection then
		SkydiveOutOfBoundsConnection:Disconnect()
		SkydiveOutOfBoundsConnection = nil
	end
	Skydive:stop()
end

return Schema


Prompt:
-- 	local function getProperty(_target: unknown, key: any)
-- 		return real[tostring(key)]
-- 	end


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

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

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

local function shallowCopy(t)
	local out = {}
	for k, v in pairs(t) do
		out[k] = v
	end
	return out
end

local function initializeSoundSystem(instances)
	local player = instances.player
	local humanoid = instances.humanoid
	local rootPart = instances.rootPart

	local sounds: {[string]: Sound} = {}

	-- initialize sounds
	for name: string, props: {[string]: any} in pairs(SOUND_DATA) do
		local sound: Sound = Instance.new("Sound")
		sound.Name = name

		-- set default values
		sound.Archivable = false
		sound.RollOffMinDistance = 5
		sound.RollOffMaxDistance = 150
		sound.Volume = 0.65

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

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

	local playingLoopedSounds: {[Sound]: boolean?} = {}

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

	-- state transition callbacks.
	local stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = {
		[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.AssemblyLinearVelocity.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.AssemblyLinearVelocity.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.AssemblyLinearVelocity.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: {[Sound]: (number, Sound, Vector3) -> ()} = {
		[sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3)
			sound.Playing = vel.Magnitude > 0.1
		end,

		[sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): ()
			if vel.Magnitude > 75 then
				sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
			else
				sound.Volume = 0
			end
		end,

		[sounds.Running] = function(dt: number, sound: Sound, vel: Vector3)
			sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
		end,
	}

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

	local activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState()

	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: number)
		-- update looped sounds on stepped
		for sound in pairs(playingLoopedSounds) do
			local updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound]

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

	local function terminate()
		stateChangedConn:Disconnect()
		steppedConn:Disconnect()

		if FFlagUserAtomicCharacterSoundsUnparent then
			-- Unparent all sounds and empty sounds table
			-- This is needed in order to support the case where initializeSoundSystem might be called more than once for the same player,
			-- which might happen in case player character is unparented and parented back on server and reset-children mechanism is active.
			for name: string, sound: Sound in pairs(sounds) do
				sound:Destroy()
			end
			table.clear(sounds)
		end
	end

	return terminate
end

local binding = AtomicBinding.new({
	humanoid = "Humanoid",
	rootPart = "HumanoidRootPart",
}, initializeSoundSystem)

local playerConnections = {}

local function characterAdded(character)
	binding:bindRoot(character)
end

local function characterRemoving(character)
	binding:unbindRoot(character)
end

local function playerAdded(player: Player)
	local connections = playerConnections[player]
	if not connections then
		connections = {}
		playerConnections[player] = connections
	end

	if player.Character then
		characterAdded(player.Character)
	end
	table.insert(connections, player.CharacterAdded:Connect(characterAdded))
	table.insert(connections, player.CharacterRemoving:Connect(characterRemoving))
end

local function playerRemoving(player: Player)
	local connections = playerConnections[player]
	if connections then
		for _, conn in ipairs(connections) do
			conn:Disconnect()
		end
		playerConnections[player] = nil
	end

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

for _, player in ipairs(Players:GetPlayers()) do
	task.spawn(playerAdded, player)
end
Players.PlayerAdded:Connect(playerAdded)
Players.PlayerRemoving:Connect(playerRemoving)


Prompt: -- atualiza o TextLabel com a NumberValue

Response:
local function updateTextLabel()
	textLabel.Text = commaSeparateNumber(numValue.Value)
end


Prompt: -- Process Tiles

Response:
local ZoneParser = require(script.ZoneParser)
local PlayerManager = require(script.PlayerManager)

ZoneParser:ParseType("Straight")
ZoneParser:ParseType("Left")
ZoneParser:ParseType("Right")
ZoneParser:ParseType("TJunction")
ZoneParser:ParseType("Obstacle")

ZoneParser:ParseType("Tutorial")

game.Workspace.DisplayElements:Destroy()

local trackSlots = {}
for i = 1, 6 do
	trackSlots[i] = {player = nil, height = 50 * i}
end

local managers = {}

game.ReplicatedStorage.Events.StartRunning.OnServerEvent:connect(function(player)

	local playerSlot = player:WaitForChild("slotHeight")
	local manager = PlayerManager:Run(player, playerSlot.Value)
	managers[player.Name] = manager

	wait()

	player:LoadCharacter()
end)

game.Players.PlayerAdded:connect(function(player)
	local playerSlot = nil
	for i = 1, 6 do
		local slot = trackSlots[i]
		if not slot.player then
			slot.player = player
			playerSlot = slot
			break
		end
	end
	local slotHeight = Instance.new("IntValue", player)
	slotHeight.Name = "slotHeight"
	slotHeight.Value = playerSlot.height
end)

game.Players.PlayerRemoving:connect(function(player)
	if managers[player.Name] then
		managers[player.Name].Cleanup()
		managers[player.Name] = nil
	end
end)


Prompt: --- Special

Response:
   Special.Value = Special1:GetAsync(Plr.UserId) or Special.Value
	   Special1:SetAsync(Plr.UserId, Special.Value)
      Special.Changed:connect(function()
	   Special1:SetAsync(Plr.UserId, Special.Value)
   end)


Prompt:
--[[
    Server side script that listens to client bomb throw requests, validates them, and then executes the request
]]

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

local createThrownBomb = require(ServerStorage.Source.MinigameUtilities.createThrownBomb)

local tool = script.Parent
local fireEvent = tool:FindFirstChild("Fire")
local cooldown = tool:FindFirstChild("Cooldown").Value

local lastThrow = 0
fireEvent.OnServerEvent:Connect(
	function(player, origin, target)
		if player and player.Character then
			if script:IsDescendantOf(player.Character) then
				local nowTick = tick()
				if nowTick - lastThrow > cooldown then
					lastThrow = nowTick
					createThrownBomb(player, origin, target)
				end
			end
		end
	end
)


Prompt: -- Local private variables and constants

Response:
local ZERO_VECTOR2 = Vector2.new(0,0)

local tweenAcceleration = math.rad(220)		--Radians/Second^2
local tweenSpeed = math.rad(0)				--Radians/Second
local tweenMaxSpeed = math.rad(250)			--Radians/Second
local TIME_BEFORE_AUTO_ROTATE = 2.0 		--Seconds, used when auto-aligning camera with vehicles
local PORTRAIT_OFFSET = Vector3.new(0, 2, 0)
local MOBILE_OFFSET = Vector3.new(0, 1, 0)

local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)


Prompt: -- // Services

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


Prompt:
-- url : (string)
-- body : (string)
-- customHeaders : (dictionary<string, string>, optional)
-- returns : (promise<HttpResponse/HttpError>)

Response:
function Networking:POST(url, body, customHeaders)
	if not customHeaders then
		customHeaders = self._headers
	end

	assert(type(url) == "string", "expected 'url' to be a string")
	assert(type(body) == "string", "expected 'body' to be a string")
	assert(type(customHeaders) == "table", "expected 'customHeaders' to be a dictionary")

	local httpFunc = function()
		return self._httpImpl:RequestAsync({
			Url = url,
			Method = "POST",
			Headers = customHeaders,
			Body = body,
		})
	end

	return commonHttpHandler(url, httpFunc)
end

return Networking


Prompt: -- Make the AnimBase

Response:
	L_15_ = Instance.new("Part", L_3_)
	L_15_.FormFactor = "Custom"
	L_15_.CanCollide = false
	L_15_.Transparency = 1
	L_15_.Anchored = false
	L_15_.Name = "AnimBase"

	L_16_ = Instance.new("Motor6D")
	L_16_.Part0 = L_15_
	L_16_.Part1 = L_43_
	L_16_.Parent = L_15_
	L_16_.Name = "AnimBaseW"
	--AnimBaseW.C1 = gunSettings.StartPose

	L_12_ = Instance.new("Motor6D")
	L_12_.Part0 = L_3_['Right Arm']
	L_12_.Part1 = L_1_:FindFirstChild('Grip')
	L_12_.Parent = L_3_['Right Arm']
	L_12_.C1 = L_11_.GunPos
	L_12_.Name = "Grip"

	for L_45_forvar1, L_46_forvar2 in pairs(L_1_:GetChildren()) do
		if L_46_forvar2:IsA("Part") or L_46_forvar2:IsA("MeshPart") or L_46_forvar2:IsA("UnionOperation") then
			L_46_forvar2.Anchored = true

			if L_46_forvar2.Name ~= "Grip" and L_46_forvar2.Name ~= "Bolt" and L_46_forvar2.Name ~= 'Lid' then
				Weld(L_46_forvar2, L_1_:WaitForChild("Grip"))
			end

			if L_46_forvar2.Name == "Bolt" then
				if L_1_:FindFirstChild('BoltHinge') then
					Weld(L_46_forvar2, L_1_:WaitForChild("BoltHinge"))
				else
					Weld(L_46_forvar2, L_1_:WaitForChild("Grip"))
				end
			end;

			if L_46_forvar2.Name == "Lid" then
				if L_1_:FindFirstChild('LidHinge') then
					Weld(L_46_forvar2, L_1_:WaitForChild("LidHinge"))
				else
					Weld(L_46_forvar2, L_1_:WaitForChild("Grip"))
				end
			end
		end
	end

	for L_47_forvar1, L_48_forvar2 in pairs(L_1_:GetChildren()) do
		if L_48_forvar2:IsA("Part") or L_48_forvar2:IsA("MeshPart") or L_48_forvar2:IsA("UnionOperation") then
			L_48_forvar2.Anchored = false
		end
	end

	L_17_ = L_3_['Right Arm']
	L_18_ = L_3_['Left Arm']
	L_21_ = L_3_.Torso:WaitForChild("Right Shoulder")
	L_22_ = L_3_.Torso:WaitForChild("Left Shoulder")

	L_19_ = Instance.new("Motor6D")
	L_19_.Name = "RAW"
	L_19_.Part0 = L_15_
	L_19_.Part1 = L_17_
	L_19_.Parent = L_15_
	L_19_.C1 = L_11_.RightArmPos
	L_3_.Torso:WaitForChild("Right Shoulder").Part1 = nil

	L_20_ = Instance.new("Motor6D")
	L_20_.Name = "LAW"
	L_20_.Part0 = L_15_
	L_20_.Part1 = L_18_
	L_20_.Parent = L_15_
	L_20_.C1 = L_11_.LeftArmPos
	L_3_.Torso:WaitForChild("Left Shoulder").Part1 = nil

	if L_27_ then
		L_27_:Destroy()
	end

	L_28_:FireClient(L_2_, true, L_12_, L_15_, L_16_, L_19_, L_20_, L_14_)
end)

L_1_.Unequipped:connect(function()
	local L_49_ = L_3_:FindFirstChild('Torso')
	local L_50_ = L_3_:FindFirstChild('Head')
	L_27_ = Instance.new('Model', L_3_)
	L_27_.Name = "HolsterModel"

	for L_51_forvar1, L_52_forvar2 in pairs(L_1_:GetChildren()) do
		for L_53_forvar1, L_54_forvar2 in pairs(L_52_forvar2:GetChildren()) do
			if L_54_forvar2.ClassName == "Motor6D" then
				L_54_forvar2:Destroy()
			end
		end
	end

	for L_55_forvar1, L_56_forvar2 in pairs(L_1_:GetChildren()) do
		if L_56_forvar2:IsA("Part") or L_56_forvar2:IsA("MeshPart") or L_56_forvar2:IsA("UnionOperation") then
			L_56_forvar2.Anchored = true
		end
	end

	if L_3_.Humanoid and L_3_.Humanoid.Health > 0 then
		L_3_.HumanoidRootPart.RootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
		L_49_['Right Hip'].C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
		L_49_['Left Hip'].C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
		L_14_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)

		L_3_.HumanoidRootPart.RootJoint.C1 = CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
		L_49_['Right Hip'].C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
		L_49_['Left Hip'].C1 = CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
		L_14_.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
	end

	L_49_:WaitForChild("Neck").Part1 = L_50_
	L_49_:WaitForChild("Neck").C1 = L_49_:WaitForChild("Neck").C1
	L_49_:WaitForChild("Neck").C0 = L_49_:WaitForChild("Neck").C0

	L_15_:Destroy()
	L_14_:Destroy()
	L_21_.Part1 = L_17_
	L_22_.Part1 = L_18_

	L_28_:FireClient(L_2_, false)

	if L_11_.HolsteringEnabled then
		for L_58_forvar1, L_59_forvar2 in pairs(L_1_:GetChildren()) do
			if L_59_forvar2:IsA("Part") or L_59_forvar2:IsA("MeshPart") or L_59_forvar2:IsA("UnionOperation") then
				L_59_forvar2.Anchored = true
				local L_60_ = L_59_forvar2:clone()
				L_60_.Parent = L_27_
			end
		end;

		for L_61_forvar1, L_62_forvar2 in pairs(L_27_:GetChildren()) do
			Weld(L_62_forvar2, L_27_:WaitForChild("Grip"))
		end

		local L_57_ = Weld(L_27_:WaitForChild("Grip"), L_3_:WaitForChild('Torso'))
		L_57_.Name = "TWeld"
		L_57_.C1 = L_11_.HolsterPos

		for L_63_forvar1, L_64_forvar2 in pairs(L_27_:GetChildren()) do
			L_64_forvar2.Anchored = false
		end
	end
end)

L_3_.Humanoid.Died:connect(function()
	L_28_:FireClient(L_2_, false)
end)


Prompt: --[[Brakes]]

Response:
	Tune.ABSEnabled		= true		-- Implements ABS
	Tune.ABSThreshold	= 18		-- Slip speed allowed before ABS starts working (in SPS)

	Tune.FBrakeForce	= 2000		-- Front brake force
	Tune.RBrakeForce	= 1750		-- Rear brake force
	Tune.PBrakeForce	= 5000		-- Handbrake force

	Tune.FLgcyBForce	= 10000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 8000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]


Prompt: -- Luke

Response:
local button = script.Parent
local players = game:GetService('Players')
local characterScripts = game:GetService('ReplicatedStorage'):WaitForChild('CharacterScripts')

local CHARACTER_TEMPLATE = workspace:WaitForChild('Girl')
local DEBOUNCE_TIME = 5
local debounce = false

button.Touched:connect(function(hit)
	if hit and hit.Parent then
		local humanoid = hit.Parent:FindFirstChild('Humanoid')
		local hrp = hit.Parent:FindFirstChild('HumanoidRootPart')
		if hrp and humanoid and humanoid.Health > 0 then
			local player = players:GetPlayerFromCharacter(hit.Parent)
			if not debounce then
				debounce = true

				local newCharacter = CHARACTER_TEMPLATE:Clone()
				newCharacter.HumanoidRootPart.CFrame = hrp.CFrame
				newCharacter.HumanoidRootPart.Anchored = false
				newCharacter.Name = player.Name

				for i,v in pairs(characterScripts:GetChildren()) do
					v:clone().Parent = newCharacter
				end

				player.Character = newCharacter
				newCharacter.Parent = workspace

				wait(DEBOUNCE_TIME)
				debounce = false
			end
		end
	end
end)


Prompt: --// Tracer Vars

Response:
	TracerTransparency = 0;
	TracerLightEmission = 1;
	TracerTextureLength = 0.1;
	TracerLifetime = 0.05;
	TracerFaceCamera = true;
	TracerColor = BrickColor.new('White');


Prompt: -- regeneration

Response:
while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health > 0 and health < Humanoid.MaxHealth then
		health = health + 0.08 * s * Humanoid.MaxHealth
		if health * 1.05 < Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end


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

	@param value The value to check against

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

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


Prompt: --// Connections

Response:
L_105_.OnClientEvent:connect(function(L_188_arg1, L_189_arg2, L_190_arg3, L_191_arg4, L_192_arg5, L_193_arg6, L_194_arg7)
	if L_188_arg1 and not L_15_ then
		MakeFakeArms()

		L_42_ = L_2_.PlayerGui.MainGui
		L_26_ = L_42_:WaitForChild('Others')
		L_27_ = L_26_:WaitForChild('Kill')
		L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')
		L_29_ = L_28_:WaitForChild('Ammo')
		L_30_ = L_28_:WaitForChild('AmmoBackground')
		L_31_ = L_28_:WaitForChild('MagCount')
		L_32_ = L_28_:WaitForChild('MagCountBackground')
		L_33_ = L_28_:WaitForChild('DistDisp')
		L_34_ = L_28_:WaitForChild('Title')
		L_35_ = L_28_:WaitForChild('Mode1')
		L_36_ = L_28_:WaitForChild('Mode2')
		L_37_ = L_28_:WaitForChild('Mode3')
		L_38_ = L_28_:WaitForChild('Mode4')
		L_39_ = L_28_:WaitForChild('Mode5')
		L_40_ = L_28_:WaitForChild('Stances')
		L_41_ = L_42_:WaitForChild('Shading')
		L_41_.Visible = false

		L_34_.Text = L_1_.Name
		UpdateAmmo()

		L_43_ = L_189_arg2
		L_44_ = L_190_arg3
		L_45_ = L_191_arg4
		L_46_ = L_192_arg5
		L_47_ = L_193_arg6
		L_48_ = L_194_arg7
		L_49_ = L_59_.Bolt

		L_84_ = L_48_.C1
		L_85_ = L_48_.C0

		if L_1_:FindFirstChild('AimPart2') then
			L_54_ = L_1_:WaitForChild('AimPart2')
		end

		if L_1_:FindFirstChild('FirePart2') then
			L_57_ = L_1_.FirePart2
		end

		if L_24_.FirstPersonOnly then
			L_2_.CameraMode = Enum.CameraMode.LockFirstPerson
		end
		--uis.MouseIconEnabled = false
		L_5_.FieldOfView = 70
		L_15_ = true
	elseif L_15_ then
		if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then
			Stand()
			Unlean()
		end

		L_90_ = 0
		L_77_ = false
		L_78_ = false
		L_79_ = false
		L_61_ = false
		L_64_ = false
		L_63_ = false
		Shooting = false

		L_94_ = 70

		RemoveArmModel()

		L_42_:Destroy()

		for L_195_forvar1, L_196_forvar2 in pairs(IgnoreList) do
			if L_196_forvar2 ~= L_3_ and L_196_forvar2 ~= L_5_ and L_196_forvar2 ~= L_98_ then
				table.remove(IgnoreList, L_195_forvar1)
			end
		end

		if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
			L_3_['Right Arm'].LocalTransparencyModifier = 0
			L_3_['Left Arm'].LocalTransparencyModifier = 0
		end

		L_75_ = false
		L_66_ = true

		L_2_.CameraMode = Enum.CameraMode.Classic
		L_104_.MouseIconEnabled = true
		L_5_.FieldOfView = 70
		L_15_ = false
		L_104_.MouseDeltaSensitivity = L_52_
		L_4_.Icon = "http://www.roblox.com/asset?id=0"
		L_15_ = false
		L_4_.TargetFilter = nil
	end
end)


Prompt: --// Functions

Response:
function MakeFakeArms()
	Arms = Instance.new("Model")
	Arms.Name = "Arms"
	Arms.Parent = L_5_

	local L_169_ = Instance.new("Humanoid")
	L_169_.MaxHealth = 0
	L_169_.Health = 0
	L_169_.Name = ""
	L_169_.Parent = Arms

	if L_3_:FindFirstChild("Shirt") then
		local L_174_ = L_3_:FindFirstChild("Shirt"):clone()
		L_174_.Parent = Arms
	end

	local L_170_ = L_3_:FindFirstChild("Right Arm"):clone()
	for L_175_forvar1, L_176_forvar2 in pairs(L_170_:GetChildren()) do
		if L_176_forvar2:IsA('Motor6D') then
			L_176_forvar2:Destroy()
		end
	end
	L_170_.Name = "Right Arm"
	L_170_.FormFactor = "Custom"
	L_170_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_170_.Transparency = 0.0

	local L_171_ = Instance.new("Motor6D")
	L_171_.Part0 = L_170_
	L_171_.Part1 = L_3_:FindFirstChild("Right Arm")
	L_171_.C0 = CFrame.new()
	L_171_.C1 = CFrame.new()
	L_171_.Parent = L_170_
	L_170_.Parent = Arms

	local L_172_ = L_3_:FindFirstChild("Left Arm"):clone()
	L_172_.Name = "Left Arm"
	L_172_.FormFactor = "Custom"
	L_172_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_172_.Transparency = 0.0

	local L_173_ = Instance.new("Motor6D")
	L_173_.Part0 = L_172_
	L_173_.Part1 = L_3_:FindFirstChild("Left Arm")
	L_173_.C0 = CFrame.new()
	L_173_.C1 = CFrame.new()
	L_173_.Parent = L_172_
	L_172_.Parent = Arms
end

function RemoveArmModel()
	if Arms then
		Arms:Destroy()
		Arms = nil
	end
end

local L_132_

function CreateShell()
	L_132_ = time()
	local L_177_ = L_1_.Shell:clone()
	if L_177_:FindFirstChild('Shell') then
		L_177_.Shell:Destroy()
	end
	L_177_.CFrame =  L_1_.Chamber.CFrame
	L_177_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
	--shell.RotVelocity = Vector3.new(-10,40,30)
	L_177_.Parent = L_98_
	L_177_.CanCollide = false
	game:GetService("Debris"):addItem(L_177_, 1)
	delay(0.5, function()
		if L_19_:FindFirstChild('ShellCasing') then
			local L_178_ = L_19_.ShellCasing:clone()
			L_178_.Parent = L_2_.PlayerGui
			L_178_:Play()
			game:GetService('Debris'):AddItem(L_178_, L_178_.TimeLength)
		end
	end)
end


Prompt: --script.AB.Value = true

Response:
	carSeat.Parent.Weight.FrontDF.Force = Vector3.new(0, 0, 0)
	carSeat.Parent.Weight.RearDF.Force = Vector3.new(0, 0, 0)
	else --script.AB.Value = false
carSeat.Parent.Weight.FrontDF.Force = Vector3.new(0, (-1.2*DFF)*speed, (0.3*DFF)*speed)
carSeat.Parent.Weight.FrontDF.Location = Vector3.new(0,-2,-2)

carSeat.Parent.Weight.RearDF.Force = Vector3.new(0, ((-2.2*DFR)-1.5)*speed, (0.6*DFR)*speed)
carSeat.Parent.Weight.RearDF.Location = Vector3.new(0,1,4)
end


Prompt: -- declarations

Response:
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2

local currentlyPlayingEmote = false


Prompt:
--[[
	Displays a countdown for the intermission
]]

Response:
local function startCountdown()
	local gameStartingElement = activeElements.GameStartingElement

	gameStartingElement:FindFirstChild("Title").Text = translate("STARTING")

	gameStartingElement.Visible = true
	activeElements.WaitingElement.Visible = false

	local startingTick = tick()
	local timeLeft = intermissionTime - (startingTick - tick())

	while timeLeft > 0 do
		timeLeft = timeLeft - wait()

		if not gameStartingElement or not gameStartingElement.Parent then
			return
		end

		gameStartingElement.Amount.Text = math.floor(timeLeft + 0.5)
	end
end


Prompt:
--[[
	BaseCamera - Abstract base class for camera control modules
	2018 Camera Update - AllYourBlox
--]]


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

Response:
return function(data)
	local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing
	local playergui = service.PlayerGui
	local frame = gui.Frame
	local msg = gui.Frame.Message
	local ttl = gui.Frame.Title

	local gIndex = data.gIndex
	local gTable = data.gTable

	local title = data.Title
	local message = data.Message
	local scroll = data.Scroll
	local tim = data.Time

	if not data.Message or not data.Title then gui:Destroy() end

	ttl.Text = title
	msg.Text = message
	ttl.TextTransparency = 1
	msg.TextTransparency = 1
	ttl.TextStrokeTransparency = 1
	msg.TextStrokeTransparency = 1
	frame.BackgroundTransparency = 1

	local blur = service.New("BlurEffect")
	blur.Enabled = false
	blur.Size = 0
	blur.Parent = service.Workspace.CurrentCamera

	local fadeSteps = 10
	local blurSize = 10
	local textFade = 0.1
	local strokeFade = 0.5
	local frameFade = 0.3

	local blurStep = blurSize/fadeSteps
	local frameStep = frameFade/fadeSteps
	local textStep = 0.1
	local strokeStep = 0.1
	local gone = false

	local function fadeIn()
		if not gone then
			blur.Enabled = true
			gTable:Ready()
			--gui.Parent = service.PlayerGui
			for i = 1,fadeSteps do
				if blur.Size<blurSize then
					blur.Size = blur.Size+blurStep
				end
				if msg.TextTransparency>textFade then
					msg.TextTransparency = msg.TextTransparency-textStep
					ttl.TextTransparency = ttl.TextTransparency-textStep
				end
				if msg.TextStrokeTransparency>strokeFade then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
				end
				if frame.BackgroundTransparency>frameFade then
					frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
				end
				wait(1/60)
			end
		end
	end

	local function fadeOut()
		if not gone then
			for i = 1,fadeSteps do
				if blur.Size>0 then
					blur.Size = blur.Size-blurStep
				end
				if msg.TextTransparency<1 then
					msg.TextTransparency = msg.TextTransparency+textStep
					ttl.TextTransparency = ttl.TextTransparency+textStep
				end
				if msg.TextStrokeTransparency<1 then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
				end
				if frame.BackgroundTransparency<1 then
					frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
				end
				wait(1/60)
			end
			blur.Enabled = false
			blur:Destroy()
			service.UnWrap(gui):Destroy()
			gone = true
		end
	end

	gTable.CustomDestroy = function()
		if not gone then
			gone = true
			pcall(fadeOut)
		end

		pcall(function() service.UnWrap(gui):Destroy() end)
		pcall(function() blur:Destroy() end)
	end

	--[[if not scroll then
		msg.Text = message
	else
		Routine(function()
			wait(0.5)
			for i = 1, #message do
				msg.Text = msg.Text .. message:sub(i,i)
				wait(0.05)
			end
		end)
	end--]] -- For now?

	fadeIn()
	wait(tim or 5)
	if not gone then
		fadeOut()
	end

	--[[

	frame.Position = UDim2.new(0.5,-175,-1.5,0)

	gui.Parent = playergui

	frame:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5)

	if not scroll then
		msg.Text = message
		wait(tim or 10)
	else
		wait(0.5)
		for i = 1, #message do
			msg.Text = msg.Text .. message:sub(i,i)
			wait(0.05)
		end
		wait(tim or 5)
	end

	if frame then
		frame:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5)
		wait(1)
		gui:Destroy()
	end
	--]]
end


Prompt:
--[=[
	@param andThenFn (value: any) -> Option
	@return value: Option
	If the option holds a value, then the `andThenFn`
	function is called with the held value of the option,
	and then the resultant Option returned by the `andThenFn`
	is returned. Otherwise, None is returned.

	```lua
	local optA = Option.Some(32)
	local optB = optA:AndThen(function(num)
		return Option.Some(num * 2)
	end)
	print(optB:Expect("Expected number")) --> 64
	```
]=]

Response:
function Option:AndThen(andThenFn)
	if self:IsSome() then
		local result = andThenFn(self:Unwrap())
		Option.Assert(result)
		return result
	else
		return Option.None
	end
end


Prompt: --[[Output Scaling Factor]]

Response:
	local hpScaling = _Tune.WeightScaling*10
	local FBrakeForce = _Tune.FBrakeForce
	local RBrakeForce = _Tune.RBrakeForce
	local PBrakeForce = _Tune.PBrakeForce
	if not workspace:PGSIsEnabled() then
		hpScaling = _Tune.LegacyScaling*10
		FBrakeForce = _Tune.FLgcyBForce
		RBrakeForce = _Tune.RLgcyBForce
		PBrakeForce = _Tune.LgcyPBForce
	end


Prompt: --------------------[ ARM CREATION FUNCTION ]-----------------------------------------

Response:
function createArms()
	local Arms = {}
	for i = 0, 1 do
		local armModel = Instance.new("Model")
		armModel.Name = "armModel"

		local Arm = Instance.new("Part")
		Arm.BrickColor = (S.fakeArmSettings.realBodyColor and (i == 0 and LArm.BrickColor or RArm.BrickColor) or S.fakeArmSettings.Color)
		Arm.Transparency = S.fakeArmSettings.Transparency
		Arm.Name = "Arm"
		Arm.CanCollide = false
		Arm.Size = V3(0.598, 2, 0.598)
		Arm.Parent = armModel
		local armMesh = Instance.new("SpecialMesh")
		armMesh.MeshId = "rbxasset://fonts//leftarm.mesh"
		armMesh.MeshType = Enum.MeshType.FileMesh
		armMesh.Scale = V3(0.598, 1, 0.598)
		armMesh.Parent = Arm

		local Glove1 = Instance.new("Part")
		Glove1.BrickColor = BrickColor.new("Black")
		Glove1.Name = "Glove1"
		Glove1.CanCollide = false
		Glove1.Size = V3(0.598, 2, 0.598)
		Glove1.Parent = armModel
		local glove1Mesh = Instance.new("SpecialMesh")
		glove1Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
		glove1Mesh.Offset = V3(0, -0.5, 0)
		glove1Mesh.Scale = V3(0.658, 0.205, 0.658)
		glove1Mesh.Parent = Glove1
		local glove1Weld = Instance.new("Weld")
		glove1Weld.Part0 = Arm
		glove1Weld.Part1 = Glove1
		glove1Weld.Parent = Arm

		local Glove2 = Instance.new("Part")
		Glove2.BrickColor = BrickColor.new("Black")
		Glove2.Name = "Glove2"
		Glove2.CanCollide = false
		Glove2.Size = V3(0.598, 2, 0.598)
		Glove2.Parent = armModel
		local glove2Mesh = Instance.new("SpecialMesh")
		glove2Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
		glove2Mesh.Offset = V3(0, -0.435, 0)
		glove2Mesh.Scale = V3(0.69, 0.105, 0.69)
		glove2Mesh.Parent = Glove2
		local glove2Weld = Instance.new("Weld")
		glove2Weld.Part0 = Arm
		glove2Weld.Part1 = Glove2
		glove2Weld.Parent = Arm

		local Glove3 = Instance.new("Part")
		Glove3.BrickColor = BrickColor.new("Black")
		Glove3.Name = "Glove3"
		Glove3.CanCollide = false
		Glove3.Size = V3(0.598, 2, 0.598)
		Glove3.Parent = armModel
		local glove3Mesh = Instance.new("SpecialMesh")
		glove3Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
		glove3Mesh.Offset = V3(0.18 * ((i * 2) - 1), -0.7, 0)
		glove3Mesh.Scale = V3(0.299, 0.305, 0.657)
		glove3Mesh.Parent = Glove3
		local glove3Weld = Instance.new("Weld")
		glove3Weld.Part0 = Arm
		glove3Weld.Part1 = Glove3
		glove3Weld.Parent = Arm

		local Sleeve1 = Instance.new("Part")
		Sleeve1.BrickColor = BrickColor.new("Sand green")
		Sleeve1.Name = "Sleeve1"
		Sleeve1.CanCollide = false
		Sleeve1.Size = V3(0.598, 2, 0.598)
		Sleeve1.Parent = armModel
		local sleeve1Mesh = Instance.new("SpecialMesh")
		sleeve1Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
		sleeve1Mesh.Offset = V3(0, 0.75, 0)
		sleeve1Mesh.Scale = V3(0.656, 0.3, 0.656)
		sleeve1Mesh.Parent = Sleeve1
		local sleeve1Weld = Instance.new("Weld")
		sleeve1Weld.Part0 = Arm
		sleeve1Weld.Part1 = Sleeve1
		sleeve1Weld.Parent = Arm

		local Sleeve2 = Instance.new("Part")
		Sleeve2.BrickColor = BrickColor.new("Sand green")
		Sleeve2.Name = "Sleeve2"
		Sleeve2.CanCollide = false
		Sleeve2.Size = V3(0.598, 2, 0.598)
		Sleeve2.Parent = armModel
		local sleeve2Mesh = Instance.new("SpecialMesh")
		sleeve2Mesh.MeshId = "rbxasset://fonts//leftarm.mesh"
		sleeve2Mesh.Offset = V3(0, 0.55, 0)
		sleeve2Mesh.Scale = V3(0.75, 0.1, 0.75)
		sleeve2Mesh.Parent = Sleeve2
		local sleeve2Weld = Instance.new("Weld")
		sleeve2Weld.Part0 = Arm
		sleeve2Weld.Part1 = Sleeve2
		sleeve2Weld.Parent = Arm

		table.insert(Arms, {Model = armModel, armPart = Arm})
	end
	return Arms
end


Prompt: -- initialize to idle

Response:
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"


Prompt: --Turbocharger

Response:
local BOV_Loudness = .75	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 0.9	--max pitch of the BOV (not exact so might have to mess with it)
local T_Loudness = .325 --volume of the turbo(s) (not exact volume so you kinda have to experiment with it also)


Prompt: -- Player specific convenience variables

Response:
local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil
local MyMouse = nil
local  rot = {"100","200","300","400","500","-100","-200","-300","-400","-500"}
pi = {"1","1","1","1.05","0.95"}
local RecoilAnim
local RecoilTrack = nil

local IconURL = Tool.TextureId  -- URL to the weapon icon asset

local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')

local FireSound

local OnFireConnection = nil
local OnReloadConnection = nil

local DecreasedAimLastShot = false
local LastSpreadUpdate = time()


Prompt:
--[[**
	matches given tuple against tuple type definition

	@param ... The type definition for the tuples

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

Response:
function t.tuple(...)
	local checks = { ... }
	return function(...)
		local args = { ... }
		for i, check in ipairs(checks) do
			local success, errMsg = check(args[i])
			if success == false then
				return false, string.format("Bad tuple index #%s:\n\t%s", i, errMsg or "")
			end
		end

		return true
	end
end


Prompt:
--local player = game:GetService("Players").PlayerAdded:Connect(function(plr)
--	plr.CharacterAdded:Connect(function(char)
--local char = script.Parent.Parent.Parent
--local Params = RaycastParams.new()
--	Params.FilterDescendantsInstances = {char}
--	Params.FilterType = Enum.RaycastFilterType.Blacklist
--	print(Params.FilterDescendantsInstances)
--	end)
--end)

Response:
local newHitbox = RaycastHitbox.new(script.Parent)
newHitbox.Visualizer = false

newHitbox.OnHit:Connect(function(hit, humanoid)
	if humanoid.Parent.Name ~= script.Parent.Parent.Parent.Name then
		humanoid:TakeDamage(100)
	end
end)

event.OnServerEvent:Connect(function(db)
		newHitbox:HitStart()
		wait(1)
		newHitbox:HitStop()
end)


Prompt: ---[[ Misc Settings ]]

Response: module.WhisperCommandAutoCompletePlayerNames = true


Prompt:
--[[Engine]]
--Torque Curve

Response:
Tune.Horsepower		= 3000		--	[TORQUE CURVE VISUAL]
Tune.IdleRPM		= 1000		--		https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM		= 8000		--		Use sliders to manipulate values
Tune.Redline		= 9000--		Copy and paste slider values into the respective tune values
Tune.EqPoint		= 10700
Tune.PeakSharpness	= 2.3
Tune.CurveMult		= 0.07


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

Response:
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
			},
	wave = {
				{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
			},
	point = {
				{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
			},
	dance = {
				{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
			},
	dance2 = {
				{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
			},
	dance3 = {
				{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
				{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
			},
	laugh = {
				{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
			},
	cheer = {
				{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
			},
}


Prompt:
--[[local debounce = false
function onClicked(click)
	if debounce == false then
	debounce = true
	if script.Parent.Parent.Frame.Visible == false then
		print("open")
	script.Parent.Parent.Frame.Visible = true
	tweenmenu:Play()
	wait(1)
	debounce = false
		else
		print("close")
	tweenmenuclose:Play()
	wait(0.5)
	script.Parent.Parent.Frame.Visible = false
	debounce = false
	end
	end
end
script.Parent.MouseButton1Down:connect(onClicked)]]

Response:
function onClicked(click)
	script.Parent.Parent.Visible = false
	script.Parent.Parent.Parent.Colors.Visible = true
end
script.Parent.MouseButton1Down:connect(onClicked)