Prompt: -- Track the enabling of areas

Response:
Security.Areas = Workspace:FindFirstChild('[Private Building Areas]');
Workspace.ChildAdded:connect(function (Child)
	if not Security.Areas and Child.Name == '[Private Building Areas]' then
		Security.Areas = Child;
	end;
end);
Workspace.ChildRemoved:connect(function (Child)
	if Security.Areas and Child.Name == '[Private Building Areas]' then
		Security.Areas = nil;
	end;
end);

function Security.IsAreaAuthorizedForPlayer(Area, Player)
	-- Returns whether `Player` has permission to manipulate parts in this area

	-- Ensure area has permissions
	local Permissions = Area:FindFirstChild '[Permissions]';
	if not Permissions then
		return;
	else
		Permissions = require(Permissions);
	end;

	-- Ensure permissions are set up
	if not Permissions then
		return;
	end;

	-- Search for authorizing permission
	for _, Permission in pairs(Permissions) do

		-- Check group permissions
		if Permission.Type == 'Group' then

			-- Check player's group membership
			local PlayerInGroup = Player:IsInGroup(Permission.GroupId);

			-- If no specific rank is required, authorize
			if PlayerInGroup and not Permission.Ranks then
				return true;

			-- If specific rank is required, check player rank
			elseif PlayerInGroup and Permission.Ranks then
				local Symbol, RankNumber = tostring(Permission.Ranks):match('([<>]?=?)([0-9]+)');
				local PlayerRank = Player:GetRankInGroup(Permission.GroupId);
				RankNumber = tonumber(RankNumber);

				-- Check the player rank
				if not Symbol and (PlayerRank == RankNumber) then
					return true;
				elseif Symbol == '=' and (PlayerRank == RankNumber) then
					return true;
				elseif Symbol == '>' and (PlayerRank > RankNumber) then
					return true;
				elseif Symbol == '<' and (PlayerRank < RankNumber) then
					return true;
				elseif Symbol == '>=' and (PlayerRank >= RankNumber) then
					return true;
				elseif Symbol == '<=' and (PlayerRank <= RankNumber) then
					return true;
				end;
			end;

		-- Check player permissions
		elseif Permission.Type == 'Player' then
			if (Player.userId == Permission.PlayerId) or (Player.Name == Permission.PlayerName) then
				return true;
			end;

		-- Check owner permissions
		elseif Permission.Type == 'Owner' then
			if (Player.userId == Permission.PlayerId) or (Player.Name == Permission.PlayerName) then
				return true;
			end;

		-- Check auto-permissions
		elseif Permission.Type == 'Anybody' then
			return true;

		-- Check friend permissions
		elseif Permission.Type == 'Friends' then
			if Player:IsFriendsWith(Permission.PlayerId) then
				return true;
			end;

		-- Check asset permissions
		elseif Permission.Type == 'Asset' then
			if MarketplaceService:PlayerOwnsAsset(Player, Permission.AssetId) then
				return true;
			end;

		-- Check team permissions
		elseif Permission.Type == 'Team' then
			if Permission.Team and Player.Team == Permission.Team then
				return true;
			elseif Permission.TeamColor and Player.Team and Player.Team.TeamColor == Permission.TeamColor then
				return true;
			elseif Permission.TeamName and Player.Team and Player.Team.Name == Permission.TeamName then
				return true;
			end;

		-- Check BC permissions
		elseif Permission.Type == 'NoBC' then
			if Player.MembershipType == Enum.MembershipType.None then
				return true;
			end;
		elseif Permission.Type == 'AnyBC' then
			if Player.MembershipType ~= Enum.MembershipType.None then
				return true;
			end;
		elseif Permission.Type == 'BC' then
			if Player.MembershipType == Enum.MembershipType.BuildersClub then
				return true;
			end;
		elseif Permission.Type == 'TBC' then
			if Player.MembershipType == Enum.MembershipType.TurboBuildersClub then
				return true;
			end;
		elseif Permission.Type == 'OBC' then
			if Player.MembershipType == Enum.MembershipType.OutrageousBuildersClub then
				return true;
			end;

		-- Check custom permissions
		elseif Permission.Type == 'Callback' then
			return Permission.Callback(Player);
		end;

	end;

	-- If the player passes none of these conditions, deny access
	return false;
end;

function Security.IsItemAllowed(Item)
	-- Returns whether instance `Item` can be accessed

	-- Ensure `Item` is a part or a model
	if not Item:IsA 'BasePart' and not Item:IsA 'Model' then
		return false;
	end;

	-- Check if `Item` descendants from any allowed location
	for _, AllowedLocation in pairs(Security.AllowedLocations) do
		if Item:IsDescendantOf(AllowedLocation) then
			return true;
		end;
	end;

	-- Deny if `Item` is not a descendant of any allowed location
	return false;

end;

function Security.AreAreasEnabled()
	-- Returns whether areas are enabled

	-- Base whether areas are enabled depending on area container presence and tool mode
	if Security.Areas and Tool.ClassName == 'Tool' then
		return true;
	else
		return false;
	end;
end;

function Security.ArePartsViolatingAreas(Parts, Player, ExemptPartial, AreaPermissions)
	-- Returns whether the given parts are inside any unauthorized areas

	-- Make sure area security is being enforced
	if not Security.AreAreasEnabled() then
		return false;
	end;

	-- Make sure there is a permissions cache
	AreaPermissions = AreaPermissions or {};

	-- Check which areas the parts are in
	local Areas, AreaMap = Security.GetSelectionAreas(Parts, not ExemptPartial and not Security.AllowPublicBuilding);

	-- Check authorization for each relevant area
	for _, Area in pairs(Areas) do

		-- Determine authorization if not in given permissions cache
		if AreaPermissions[Area] == nil then
			AreaPermissions[Area] = Security.IsAreaAuthorizedForPlayer(Area, Player);
		end;

		-- If unauthorized and partial violations aren't exempt, declare violation
		if not ExemptPartial and AreaPermissions[Area] == false then
			return true;
		end;

		-- If authorized, and partial violations are exempt, call off any violation
		if ExemptPartial and AreaPermissions[Area] then
			return false;
		end;

	end;

	-- If not in a private area, determine violation based on public building policy
	if #Areas == 0 then
		return not Security.AllowPublicBuilding;

	-- If authorization for a partial violation-exempt check on an area failed, indicate a violation
	elseif ExemptPartial then
		return true;

	-- If in authorized areas, determine violation based on public building policy compliance
	elseif AreaMap and not Security.AllowPublicBuilding then

		-- Check area residence of each part's corner
		local PartCornerCompliance = {};
		for AreaRegion, Parts in pairs(AreaMap) do
			for _, Part in pairs(Parts) do
				PartCornerCompliance[Part] = PartCornerCompliance[Part] or 0;

				-- Track the number of corners that `Part` has in this region
				for _, Corner in pairs(Support.GetPartCorners(Part)) do
					if AreaRegion:CastPoint(Corner.p) then
						PartCornerCompliance[Part] = PartCornerCompliance[Part] + 1;
					end;
				end;

			end;
		end;

		-- Ensure all corners of the part are contained within areas
		for _, CornersContained in pairs(PartCornerCompliance) do
			if CornersContained ~= 8 then
				return true;
			end;
		end;

	end;

	-- If no violations occur, indicate no violations
	return false;
end;

function Security.GetSelectionAreas(Selection, ReturnMap)
	-- Returns a list of areas that the selection of parts is in

	-- Make sure areas are enabled
	if not Security.AreAreasEnabled() then
		return {};
	end;

	-- Start a map if requested
	local Map = ReturnMap and {} or nil;

	-- Check each area to find out if any of the parts are within
	local Areas = {};
	for _, Area in pairs(Security.Areas:GetChildren()) do

		-- Get all parts from the selection within this area
		local Region = RegionModule.new(
			Area.CFrame * CFrame.new(0, Security.AreaHeight / 2 - Area.Size.Y / 2, 0),
			Vector3.new(Area.Size.X, Security.AreaHeight + Area.Size.Y, Area.Size.Z)
		);
		local ContainedParts = Region:CastParts(Selection);

		-- If parts are in this area, remember the area
		if #ContainedParts > 0 then
			table.insert(Areas, Area);

			-- Map out the parts for each area region
			if Map then
				Map[Region] = ContainedParts;
			end;
		end;

	end;

	-- Return the areas where any of the given parts exist
	return Areas, Map;
end;

function Security.GetPermissions(Areas, Player)
	-- Returns a cache of the current player's authorization to the given areas

	-- Make sure security is enabled
	if not Security.AreAreasEnabled() then
		return;
	end;

	-- Build the cache of permissions for each area
	local Cache = {};
	for _, Area in pairs(Areas) do
		Cache[Area] = Security.IsAreaAuthorizedForPlayer(Area, Player);
	end;

	-- Return the permissions cache
	return Cache;
end;

return Security;


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

Response:
return function(data)
	--local client = service.GarbleTable(client)
	local Player = service.Players.LocalPlayer
	local Mouse = Player:GetMouse()
	local InputService = service.UserInputService
	local gIndex = data.gIndex
	local gTable = data.gTable

	local Event = gTable.BindEvent
	local GUI = gTable.Object
	local Name = data.Name
	local Icon = data.Icon
	local Size = data.Size
	local Menu = data.Menu
	local Title = data.Title
	local Ready = data.Ready
	local Walls = data.Walls
	local noHide = data.NoHide
	local noClose = data.NoClose
	local onReady = data.OnReady
	local onClose = data.OnClose
	local onResize = data.OnResize
	local onRefresh = data.OnRefresh
	local onMinimize = data.OnMinimize
	local ContextMenu = data.ContextMenu
	local ResetOnSpawn = data.ResetOnSpawn
	local CanKeepAlive = data.CanKeepAlive
	local iconClicked = data.IconClicked
	local SizeLocked = data.SizeLocked or data.SizeLock
	local CanvasSize = data.CanvasSize
	local Position = data.Position
	local Content = data.Content or data.Children
	local MinSize = data.MinSize or {150, 50}
	local MaxSize = data.MaxSize or {math.huge, math.huge}
	local curIcon = Mouse.Icon
	local isClosed = false
	local Resizing = false
	local Refreshing = false
	local DragEnabled = true
	local checkProperty = service.CheckProperty
	local specialInsts = {}
	local inExpandable
	local addTitleButton
	local LoadChildren
	local BringToFront

	local Drag = GUI.Drag
	local Close = Drag.Close
	local Hide = Drag.Hide
	local Iconf = Drag.Icon
	local Titlef = Drag.Title
	local Refresh = Drag.Refresh
	local rSpinner = Refresh.Spinner
	local Main = Drag.Main
	local Tooltip = GUI.Desc
	local ScrollFrame = GUI.Drag.Main.ScrollingFrame
	local LeftSizeIcon = Main.LeftResizeIcon
	local RightSizeIcon = Main.RightResizeIcon
	local RightCorner = Main.RightCorner
	local LeftCorner = Main.LeftCorner
	local RightSide = Main.RightSide
	local LeftSide = Main.LeftSide
	local TopRight = Main.TopRight
	local TopLeft = Main.TopLeft
	local Bottom = Main.Bottom
	local Top = Main.Top

	function Expand(ent, point, text)
		local label = point:FindFirstChild("Label")

		if label then
			ent.MouseLeave:Connect(function(x,y)
				if inExpandable == ent then
					point.Visible = false
				end
			end)

			ent.MouseMoved:Connect(function(x,y)
				inExpandable = ent
				label.Text = text or ent.Desc.Value
				--point.Size = UDim2.new(0, 10000, 0, 10000)
				local newx = 500
				local bounds = service.TextService:GetTextSize(text or ent.Desc.Value, label.TextSize, label.Font, Vector2.new(1000,1000)).X-- point.Label.TextBounds.X
				local rows = math.floor(bounds/500)
				rows = rows+1
				if rows<1 then rows = 1 end
				if bounds<500 then newx = bounds end
				point.Size = UDim2.new(0, newx+10, 0, (rows*20)+10)
				point.Position = UDim2.new(0, x+6, 0, y-40-((rows*20)+10))
				point.Visible = true
			end)
		end
	end

	function getNextPos(frame)
		local farXChild, farYChild
		for i,v in next,frame:GetChildren() do
			if checkProperty(v, "Size") then
				if not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then
					farXChild = v
				end

				if not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then
					farYChild = v
				end
			end
		end

		return ((not farXChild or not farYChild) and UDim2.new(0,0,0,0)) or UDim2.new(farXChild.Position.X.Scale, farXChild.Position.X.Offset + farXChild.AbsoluteSize.X, farYChild.Position.Y.Scale, farYChild.Position.Y.Offset + farYChild.AbsoluteSize.Y)
	end

	function LoadChildren(Obj, Children)
		if Children then
			local runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj)
			for class,data in next,Children do
				if type(data) == "table" then
					if not data.Parent then data.Parent = Obj end
					create(data.Class or data.ClassName or class, data)
				elseif type(data) == "function" or type(data) == "string" and not runWhenDone then
					runWhenDone = functionify(data, Obj)
				end
			end

			if runWhenDone then
				runWhenDone(Obj)
			end
		end
	end

	function BringToFront()
		for i,v in ipairs(Player.PlayerGui:GetChildren()) do
			if v:FindFirstChild("__ADONIS_WINDOW") then
				v.DisplayOrder = 100
			end
		end

		GUI.DisplayOrder = 101
	end

	function addTitleButton(data)
		local startPos = 1
		local realPos
		local new
		local original = Hide

		if Hide.Visible then
			startPos = startPos+1
		end

		if Close.Visible then
			startPos = startPos+1
		end

		if Refresh.Visible then
			startPos = startPos+1
		end

		realPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 0)
		data.Position = data.Position or realPos
		data.Size = data.Size or original.Size
		data.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3
		data.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency
		data.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel
		data.ZIndex = data.ZIndex or original.ZIndex
		data.TextColor3 = data.TextColor3 or original.TextColor3
		data.TextScaled = data.TextScaled or original.TextScaled
		data.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3
		data.TextSize = data.TextSize or original.TextSize
		data.TextTransparency = data.TextTransparency or original.TextTransparency
		data.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency
		data.TextScaled = data.TextScaled or original.TextScaled
		data.TextWrapped = data.TextWrapped or original.TextWrapped
		--data.TextXAlignment = data.TextXAlignment or original.TextXAlignment
		--data.TextYAlignment = data.TextYAlignment or original.TextYAlignment
		data.Font = data.Font or original.Font
		data.Parent = Drag

		return create("TextButton", data)
	end

	function functionify(func, object)
		if type(func) == "string" then
			if object then
				local env = GetEnv()
				env.Object = object
				return client.Core.LoadCode(func, env)
			else
				return client.Core.LoadCode(func)
			end
		else
			return func
		end
	end

	function create(class, dataFound, existing)
		local data = dataFound or {}
		local class = data.Class or data.ClassName or class
		local new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class)
		local parent = data.Parent or new.Parent

		if dataFound then
			data.Parent = nil

			if data.Class or data.ClassName then
				data.Class = nil
				data.ClassName = nil
			end

			if not data.BorderColor3 and checkProperty(new,"BorderColor3") then
				new.BorderColor3 = dBorder
			end

			if not data.CanvasSize and checkProperty(new,"CanvasSize") then
				new.CanvasSize = dCanvasSize
			end

			if not data.BorderSizePixel and checkProperty(new,"BorderSizePixel") then
				new.BorderSizePixel = dPixelSize
			end

			if not data.BackgroundColor3 and checkProperty(new,"BackgroundColor3") then
				new.BackgroundColor3 = dBackground
			end

			if not data.PlaceholderColor3 and checkProperty(new,"PlaceholderColor3") then
				new.PlaceholderColor3 = dPlaceholderColor
			end

			if not data.Transparency and not data.BackgroundTransparency and checkProperty(new,"Transparency") then
				new.BackgroundTransparency = dTransparency
			elseif data.Transparency then
				new.BackgroundTransparency = data.Transparency
			end

			if not data.TextColor3 and not data.TextColor and checkProperty(new,"TextColor3") then
				new.TextColor3 = dTextColor
			elseif data.TextColor then
				new.TextColor3 = data.TextColor
			end

			if not data.Font and checkProperty(new, "Font") then
				data.Font = dFont
			end

			if not data.TextSize and checkProperty(new, "TextSize") then
				data.TextSize = dTextSize
			end

			if not data.BottomImage and not data.MidImage and not data.TopImage and class == "ScrollingFrame" then
				new.BottomImage = dScrollImage
				new.MidImage = dScrollImage
				new.TopImage = dScrollImage
			end

			if not data.Size and checkProperty(new,"Size") then
				new.Size = dSize
			end

			if not data.Position and checkProperty(new,"Position") then
				new.Position = dPosition
			end

			if not data.ZIndex and checkProperty(new,"ZIndex") then
				new.ZIndex = dZIndex
				if parent and checkProperty(parent, "ZIndex") then
					new.ZIndex = parent.ZIndex
				end
			end

			if data.TextChanged and class == "TextBox" then
				local textChanged = functionify(data.TextChanged, new)
				new.FocusLost:Connect(function(enterPressed)
					textChanged(new.Text, enterPressed, new)
				end)
			end

			if (data.OnClicked or data.OnClick) and (class == "TextButton" or class == "ImageButton") then
				local debounce = false;
				local doDebounce = data.Debounce;
				local onClick = functionify((data.OnClicked or data.OnClick), new)
				new.MouseButton1Down:Connect(function()
					if not debounce then
						if doDebounce then
							debounce = true
						end

						onClick(new);

						debounce = false;
					end
				end)
			end

			if data.Events then
				for event,func in pairs(data.Events) do
					local realFunc = functionify(func, new)
					Event(new[event], function(...)
						realFunc(...)
					end)
				end
			end

			if data.Visible == nil then
				data.Visible = true
			end

			if data.LabelProps then
				data.LabelProperties = data.LabelProps
			end
		end

		if class == "Entry" then
			local label = new.Text
			local dots = new.Dots
			local desc = new.Desc

			label.ZIndex = data.ZIndex or new.ZIndex
			dots.ZIndex = data.ZIndex or new.ZIndex

			if data.Text then
				new.Text.Text = data.Text
				new.Text.Visible = true
				data.Text = nil
			end

			if data.Desc or data.ToolTip then
				new.Desc.Value = data.Desc or data.ToolTip
				data.Desc = nil
			end

			Expand(new, Tooltip)
		else
			if data.ToolTip then
				Expand(new, Tooltip, data.ToolTip)
			end
		end

		if class == "ButtonEntry" then
			local button = new.Button
			local debounce = false
			local onClicked = functionify(data.OnClicked, button)

			new:SetSpecial("DoClick",function()
				if not debounce then
					debounce = true
					if onClicked then
						onClicked(button)
					end
					debounce = false
				end
			end)

			new.Text = data.Text or new.Text
			button.ZIndex = data.ZIndex or new.ZIndex
			button.MouseButton1Down:Connect(new.DoClick)
		end

		if class == "Boolean" then
			local enabled = data.Enabled
			local debounce = false
			local onToggle = functionify(data.OnToggle, new)
			local function toggle(isEnabled)
				if not debounce then
					debounce = true
					if (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then
						enabled = false
						new.Text = "Disabled"
					elseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then
						enabled = true
						new.Text = "Enabled"
					end

					if onToggle then
						onToggle(enabled, new)
					end
					debounce = false
				end
			end

			--new.ZIndex = data.ZIndex
			new.Text = (enabled and "Enabled") or "Disabled"
			new.MouseButton1Down:Connect(function()
				if onToggle then
					toggle()
				end
			end)

			new:SetSpecial("Toggle",function(ignore, isEnabled) toggle(isEnabled) end)
		end

		if class == "StringEntry" then
			local box = new.Box
			local ignore

			new.Text = data.Text or new.Text
			box.ZIndex = data.ZIndex or new.ZIndex

			if data.BoxText then
				box.Text = data.BoxText
			end

			if data.BoxProperties then
				for i,v in next,data.BoxProperties do
					if checkProperty(box, i) then
						box[i] = v
					end
				end
			end

			if data.TextChanged then
				local textChanged = functionify(data.TextChanged, box)
				box.Changed:Connect(function(p)
					if p == "Text" and not ignore then
						textChanged(box.Text)
					end
				end)

				box.FocusLost:Connect(function(enter)
					local change = textChanged(box.Text, true, enter)
					if change then
						ignore = true
						box.Text = change
						ignore = false
					end
				end)
			end

			new:SetSpecial("SetValue",function(ignore, newValue) box.Text = newValue end)
		end

		if class == "Slider" then
			local mouseIsIn = false
			local posValue = new.Percentage
			local slider = new.Slider
			local bar = new.SliderBar
			local drag = new.Drag
			local moving = false
			local value = 0
			local onSlide = functionify(data.OnSlide, new)

			bar.ZIndex = data.ZIndex or new.ZIndex
			slider.ZIndex = bar.ZIndex+1
			drag.ZIndex = slider.ZIndex+1
			drag.Active = true

			if data.Value then
				slider.Position = UDim2.new(0.5, -10, 0.5, -10)
				drag.Position = slider.Position
			end

			bar.InputBegan:Connect(function(input)
				if not moving and input.UserInputType == Enum.UserInputType.MouseButton1 then
					value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)

					if value < 0 then
						value = 0
					elseif value > 1 then
						value = 1
					end

					slider.Position = UDim2.new(value, -10, 0.5, -10)
					drag.Position = slider.Position
					posValue.Value = value

					if onSlide then
						onSlide(value)
					end
				end
			end)

			drag.DragBegin:Connect(function()
				moving = true
			end)

			drag.DragStopped:Connect(function()
				moving = false
				drag.Position = slider.Position
			end)

			drag.Changed:Connect(function()
				if moving then
					value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X)

					if value < 0 then
						value = 0
					elseif value > 1 then
						value = 1
					end

					slider.Position = UDim2.new(value, -10, 0.5, -10)
					posValue.Value = value

					if onSlide then
						onSlide(value)
					end
				end
			end)

			new:SetSpecial("SetValue",function(ignore, newValue)
				if newValue and tonumber(newValue) then
					value = tonumber(newValue)
					posValue.Value = value
					slider.Position = UDim2.new(value, -10, 0.5, -10)
					drag.Position = slider.Position
				end
			end)
		end

		if class == "Dropdown" then
			local menu = new.Menu
			local downImg = new.Down
			local selected = new.dSelected
			local options = data.Options
			local curSelected = data.Selected or data.Selection
			local onSelect = functionify(data.OnSelection or data.OnSelect or function()end)
			local textProps = data.TextProperties
			local scroller = create("ScrollingFrame", {
				Parent = menu;
				Size = UDim2.new(1, 0, 1, 0);
				Position = UDim2.new(0, 0, 0, 0);
				BackgroundTransparency = 1;
				ZIndex = 100;
			})

			menu.ZIndex = scroller.ZIndex
			menu.Parent = GUI
			menu.Visible = false
			menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100);
			menu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3

			if data.TextAlignment then
				selected.TextXAlignment = data.TextAlignment
				selected.Position = UDim2.new(0, 30, 0, 0);
			end

			if data.NoArrow then
				downImg.Visible = false
			end

			new:SetSpecial("MenuContainer", menu)

			new.Changed:Connect(function(p)
				if p == "AbsolutePosition" and menu.Visible then
					menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)
				elseif p == "AbsoluteSize" or p == "Parent" then
					downImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0);
					if data.TextAlignment == "Right" then
						downImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2))
						selected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0);
					else
						downImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2))
					end

					selected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0);

					if options and #options <= 6 then
						menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options);
					else
						menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6);
						scroller:ResizeCanvas(false, true);
					end
				end
			end)

			selected.ZIndex = new.ZIndex
			downImg.ZIndex = new.ZIndex

			if textProps then
				for i,v in next,textProps do
					selected[i] = v
				end
			end

			if options then
				for i,v in next,options do
					local button = scroller:Add("TextButton", {
						Text = "  ".. tostring(v);
						Size = UDim2.new(1, -10, 0, 30);
						Position = UDim2.new(0, 5, 0, 30*(i-1));
						ZIndex = menu.ZIndex;
						BackgroundTransparency = 1;
						OnClick = function()
							selected.Text = v;
							onSelect(v, new);
							menu.Visible = false
						end
					})

					if textProps then
						for i,v in next,textProps do
							button[i] = v
						end
					end
				end

				if curSelected then
					selected.Text = curSelected
				else
					selected.Text = "No Selection"
				end

				selected.MouseButton1Down:Connect(function()
					menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y)
					menu.Visible = not menu.Visible
				end)
			end
		end

		if class == "TabFrame" then
			local buttons = create("ScrollingFrame", nil, new.Buttons)
			local frames = new.Frames
			local numTabs = 0
			local buttonSize = data.ButtonSize or 60

			new.BackgroundTransparency = data.BackgroundTransparency or 1
			buttons.ZIndex = data.ZIndex or new.ZIndex
			frames.ZIndex = buttons.ZIndex

			new:SetSpecial("GetTab", function(ignore, name)
				return frames:FindFirstChild(name)
			end)

			new:SetSpecial("NewTab", function(ignore, name, data)
				local data = data or {}
				--local numChildren = #frames:GetChildren()
				local nextPos = getNextPos(buttons);
				local textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize)
				local oTextTrans = data.TextTransparency
				local isOpen = false
				local disabled = false
				local tabFrame = create("ScrollingFrame",{
					Name = name;
					Size = UDim2.new(1, 0, 1, 0);
					Position = UDim2.new(0, 0, 0, 0);
					BorderSizePixel = 0;
					BackgroundTransparency = data.FrameTransparency or data.Transparency;
					BackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2);
					ZIndex = buttons.ZIndex;
					Visible = false;
				})

				local tabButton = create("TextButton",{
					Name = name;
					Text = data.Text or name;
					Size = UDim2.new(0, textSize.X+20, 1, 0);
					ZIndex = buttons.ZIndex;
					Position = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0);
					TextColor3 = data.TextColor;
					BackgroundTransparency = 0.7;
					TextTransparency = data.TextTransparency;
					BackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2);
					BorderSizePixel = 0;
				})

				tabFrame:SetSpecial("FocusTab",function()
					for i,v in next,buttons:GetChildren() do if isGui(v) then v.BackgroundTransparency = 0.7 v.TextTransparency = 0.7 end end
					for i,v in next,frames:GetChildren() do if isGui(v) then v.Visible = false end end
					tabButton.BackgroundTransparency = data.Transparency or 0
					tabButton.TextTransparency = data.TextTransparency or 0
					tabFrame.Visible = true
					if data.OnFocus then
						data.OnFocus(true)
					end
				end)

				if numTabs == 0 then
					tabFrame.Visible = true
					tabButton.BackgroundTransparency = data.Transparency or 0
				end

				tabButton.MouseButton1Down:Connect(function()
					if not disabled then
						tabFrame:FocusTab()
					end
				end)

				tabButton.Parent = buttons
				tabFrame.Parent = frames
				buttons:ResizeCanvas(true, false)

				tabFrame:SetSpecial("Disable", function()
					disabled = true;
					tabButton.BackgroundTransparency = 0.9;
					tabButton.TextTransparency = 0.9
				end)

				tabFrame:SetSpecial("Enable", function()
					disabled = false;
					tabButton.BackgroundTransparency = 0.7;
					tabButton.TextTransparency = data.TextTransparency or 0;
				end)

				numTabs = numTabs+1;

				return tabFrame,tabButton
			end)
		end

		if class == "ScrollingFrame" then
			local genning = false
			if not data.ScrollBarThickness then
				data.ScrollBarThickness = dScrollBar
			end

			new:SetSpecial("GenerateList", function(obj, list, labelProperties, bottom)
				local list = list or obj;
				local genHold = {}
				local entProps = labelProperties or {}

				genning = genHold
				new:ClearAllChildren()

				local num = 0
				for i,v in next,list do
					local text = v;
					local desc;
					local color
					local richText;

					if type(v) == "table" then
						text = v.Text
						desc = v.Desc
						color = v.Color

						if v.RichTextAllowed or entProps.RichTextAllowed then
							richText = true
						end
					end

					local label = create("TextLabel",{
						Text = " "..tostring(text);
						ToolTip = desc;
						Size = UDim2.new(1,-5,0,(entProps.ySize or 20));
						Visible = true;
						BackgroundTransparency = 1;
						Font = "Arial";
						TextSize = 14;
						TextStrokeTransparency = 0.8;
						TextXAlignment = "Left";
						Position = UDim2.new(0,0,0,num*(entProps.ySize or 20));
						RichText = richText or false;
					})

					if color then
						label.TextColor3 = color
					end

					if labelProperties then
						for i,v in next,entProps do
							if checkProperty(label, i) then
								label[i] = v
							end
						end
					end

					if genning == genHold then
						label.Parent = new;
					else
						label:Destroy()
						break
					end

					num = num+1

					if data.Delay then
						if type(data.Delay) == "number" then
							wait(data.Delay)
						elseif i%100 == 0 then
							wait(0.1)
						end
					end
				end

				new:ResizeCanvas(false, true, false, bottom, 5, 5, 50)
				genning = nil
			end)

			new:SetSpecial("ResizeCanvas", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak)
				local xPadding,yPadding = data.xPadding or 5, data.yPadding or 5
				local newY, newX = 0,0

				if not onX and not onY then onX = false onY = true end
				for i,v in next,new:GetChildren() do
					if v:IsA("GuiObject") then
						if onY then
							v.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y)
							v.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y)
						end

						if onX then
							v.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset)
							v.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset)
						end

						local yLower = v.Position.Y.Offset + v.Size.Y.Offset
						local xLower = v.Position.X.Offset + v.Size.X.Offset
						newY = math.max(newY, yLower)
						newX = math.max(newX, xLower)
						if modBreak then
							if i%modBreak == 0 then
								wait(1/60)
							end
						end
					end
				end

				if onY then
					new.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding)
				end

				if onX then
					new.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset)
				end

				if xMax then
					new.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y)
				end

				if yMax then
					new.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y)
				end
			end)

			if data.List then new:GenerateList(data.List) data.List = nil end
		end

		LoadChildren(new, data.Content or data.Children)

		data.Children = nil
		data.Content = nil

		for i,v in next,data do
			if checkProperty(new, i) then
				new[i] = v
			end
		end

		new.Parent = parent

		return apiIfy(new, data, class),data
	end

	function apiIfy(gui, data, class)
		local newGui = service.Wrap(gui)
		gui:SetSpecial("Object", gui)
		gui:SetSpecial("SetPosition", function(ignore, newPos) gui.Position = newPos end)
		gui:SetSpecial("SetSize", function(ingore, newSize) gui.Size = newSize end)
		gui:SetSpecial("Add", function(ignore, class, data)
			if not data then data = class class = ignore end
			local new = create(class,data);
			new.Parent = gui;
			return apiIfy(new, data, class)
		end)

		gui:SetSpecial("Copy", function(ignore, class, gotData)
			local newData = {}
			local new

			for i,v in next,data do
				newData[i] = v
			end

			for i,v in next,gotData do
				newData[i] = v
			end

			new = create(class or data.Class or gui.ClassName, newData);
			new.Parent = gotData.Parent or gui.Parent;
			return apiIfy(new, data, class)
		end)

		return newGui
	end

	function doClose()
		if not isClosed then
			isClosed = true
			print(onClose)
			if onClose then onClose() end
			gTable:Destroy()
		end
	end

	function isVisible()
		return Main.Visible
	end

	local hideLabel = Hide:FindFirstChild("TextLabel")
	function doHide(doHide)
		local origLH = Hide.LineHeight
		if doHide or (doHide == nil and Main.Visible) then
			dragSize = Drag.Size
			Main.Visible = false
			Drag.BackgroundTransparency = Main.BackgroundTransparency
			Drag.BackgroundColor3 = Main.BackgroundColor3
			Drag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset)

			if hideLabel then
				hideLabel.Text = "+"
			else
				Hide.Text = "+"
			end

			Hide.LineHeight = origLH
			gTable.Minimized = true
		elseif doHide == false or (doHide == nil and not Main.Visible) then
			Main.Visible = true
			Drag.BackgroundTransparency = 1
			Drag.Size = dragSize or Drag.Size

			if hideLabel then
				hideLabel.Text = "-"
			else
				Hide.Text = "-"
			end

			Hide.LineHeight = origLH
			gTable.Minimized = false
		end

		if onMinimize then
			onMinimize(Main.Visible)
		end

		if Walls then
			wallPosition()
		end
	end

	function isInFrame(x, y, frame)
		if x > frame.AbsolutePosition.X and x < (frame.AbsolutePosition.X+frame.AbsoluteSize.X) and y > frame.AbsolutePosition.Y and y < (frame.AbsolutePosition.Y+frame.AbsoluteSize.Y) then
			return true
		else
			return false
		end
	end

	function wallPosition()
		if gTable.Active then
			local x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y
			local abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y
			local ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y

			if x < 0 then
				Drag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset)
			end

			if y < 0 then
				Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0)
			end

			if x + abx > gx then
				Drag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset)
			end

			if y + ySize > gy then
				Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize)
			end
		end
	end

	function setSize(newSize)
		if newSize and type(newSize) == "table" then
			if newSize[1] < 50 then newSize[1] = 50 end
			if newSize[2] < 50 then newSize[2] = 50 end

			Drag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset)
			Main.Size = UDim2.new(1,0,0,newSize[2])
		end
	end

	function setPosition(newPos)
		if newPos and typeof(newPos) == "UDim2" then
			Drag.Position = newPos
		elseif newPos and type(newPos) == "table" then
			Drag.Position = UDim2.new(0, newPos[1], 0, newPos[2])
		elseif Size and not newPos then
			Drag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2)
		end
	end

	if Name then
		gTable.Name = Name
		if data.AllowMultiple ~= nil and data.AllowMultiple == false then
			local found, num = client.UI.Get(Name, GUI, true)
			if found then
				doClose()
				return nil
			end
		end
	end

	if Size then
		setSize(Size)
	end

	if Position then
		setPosition(Position)
	end

	if Title then
		Titlef.Text = Title
	end

	if CanKeepAlive or not ResetOnSpawn then
		gTable.CanKeepAlive = true
		GUI.ResetOnSpawn = false
	elseif ResetOnSpawn then
		gTable.CanKeepAlive = false
		GUI.ResetOnSpawn = true
	end

	if Icon then
		Iconf.Visible = true
		Iconf.Image = Icon
	end

	if CanvasSize then
		ScrollFrame.CanvasSize = CanvasSize
	end

	if noClose then
		Close.Visible = false
		Refresh.Position = Hide.Position
		Hide.Position = Close.Position
	end

	if noHide then
		Hide.Visible = false
		Refresh.Position = Hide.Position
	end

	if Walls then
		Drag.DragStopped:Connect(function()
			wallPosition()
		end)
	end

	if onRefresh then
		local debounce = false
		function DoRefresh()
			if not Refreshing then
				local done = false
				Refreshing = true

				spawn(function()
					while gTable.Active and not done do
						for i = 0,180,10 do
							rSpinner.Rotation = -i
							wait(1/60)
						end
					end
				end)

				onRefresh()
				wait(1)
				done = true
				Refreshing = false
			end
		end

		Refresh.MouseButton1Down:Connect(function()
			if not debounce then
				debounce = true
				DoRefresh()
				debounce = false
			end
		end)

		Titlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset)
	else
		Refresh.Visible = false
	end

	if iconClicked then
		Iconf.MouseButton1Down(function()
			iconClicked(data, GUI, Iconf)
		end)
	end

	if Menu then
		data.Menu.Text     = ""
		data.Menu.Parent   = Main
		data.Menu.Size     = UDim2.new(1,-10,0,25)
		data.Menu.Position = UDim2.new(0,5,0,25)
		ScrollFrame.Size   = UDim2.new(1,-10,1,-55)
		ScrollFrame.Position       = UDim2.new(0,5,0,50)
		data.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216)
		data.Menu.BorderSizePixel  = 0
		create("TextLabel",data.Menu)
	end

	if not SizeLocked then
		local startXPos = Drag.AbsolutePosition.X
		local startYPos = Drag.AbsolutePosition.Y
		local startXSize = Drag.AbsoluteSize.X
		local startYSize = Drag.AbsoluteSize.Y
		local vars = client.Variables
		local newIcon
		local inFrame
		local ReallyInFrame

		local function readify(obj)
			obj.MouseEnter:Connect(function()
				ReallyInFrame = obj
			end)

			obj.MouseLeave:Connect(function()
				if ReallyInFrame == obj then
					ReallyInFrame = nil
				end
			end)
		end

		--[[
		readify(Drag)
		readify(ScrollFrame)
		readify(TopRight)
		readify(TopLeft)
		readify(RightCorner)
		readify(LeftCorner)
		readify(RightSide)
		readify(LeftSide)
		readify(Bottom)
		readify(Top)
		--]]

		function checkMouse(x, y) --// Update later to remove frame by frame pos checking
			if gTable.Active and Main.Visible then
				if isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then
					inFrame = nil
					newIcon = nil
				elseif isInFrame(x, y, TopRight) then
					inFrame = "TopRight"
					newIcon = MouseIcons.TopRight
				elseif isInFrame(x, y, TopLeft) then
					inFrame = "TopLeft"
					newIcon = MouseIcons.TopLeft
				elseif isInFrame(x, y, RightCorner) then
					inFrame = "RightCorner"
					newIcon = MouseIcons.RightCorner
				elseif isInFrame(x, y, LeftCorner) then
					inFrame = "LeftCorner"
					newIcon = MouseIcons.LeftCorner
				elseif isInFrame(x, y, RightSide) then
					inFrame = "RightSide"
					newIcon = MouseIcons.Horizontal
				elseif isInFrame(x, y, LeftSide) then
					inFrame = "LeftSide"
					newIcon = MouseIcons.Horizontal
				elseif isInFrame(x, y, Bottom) then
					inFrame = "Bottom"
					newIcon = MouseIcons.Vertical
				elseif isInFrame(x, y, Top) then
					inFrame = "Top"
					newIcon = MouseIcons.Vertical
				else
					inFrame = nil
					newIcon = nil
				end
			else
				inFrame = nil
			end

			if (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then
				if inFrame and newIcon then
					Mouse.Icon = newIcon
					client.Variables.MouseLockedBy = gTable
				elseif client.Variables.MouseLockedBy == gTable then
					Mouse.Icon = curIcon
					client.Variables.MouseLockedBy = nil
				end
			end
		end

		local function inputStart(x, y)
			checkMouse(x, y)
			if gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then
				Resizing = inFrame
				startXPos = Drag.AbsolutePosition.X
				startYPos = Drag.AbsolutePosition.Y
				startXSize = Drag.AbsoluteSize.X
				startYSize = Main.AbsoluteSize.Y
			end
		end

		local function inputEnd()
			if gTable.Active then
				if Resizing and onResize then
					onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))
				end

				Resizing = nil
				Mouse.Icon = curIcon
				--DragEnabled = true
				--if Walls then
				--	wallPosition()
				--end
			end
		end

		local function inputMoved(x, y)
			if gTable.Active then
				if Mouse.Icon ~= MouseIcons.TopRight and Mouse.Icon ~= MouseIcons.TopLeft and Mouse.Icon ~= MouseIcons.RightCorner and Mouse.Icon ~= MouseIcons.LeftCorner and Mouse.Icon ~= MouseIcons.Horizontal and Mouse.Icon ~= MouseIcons.Vertical then
					curIcon = Mouse.Icon
				end

				if Resizing then
					local moveX = false
					local moveY = false
					local newPos = Drag.Position
					local xPos, yPos = x, y
					local newX, newY = startXSize, startYSize

					--DragEnabled = false

					if Resizing == "TopRight" then
						newX = (xPos - startXPos) + 3
						newY = (startYPos - yPos) + startYSize -1
						moveY = true
					elseif Resizing == "TopLeft" then
						newX = (startXPos - xPos) + startXSize -1
						newY = (startYPos - yPos) + startYSize -1
						moveY = true
						moveX = true
					elseif Resizing == "RightCorner" then
						newX = (xPos - startXPos) + 3
						newY = (yPos - startYPos) + 3
					elseif Resizing == "LeftCorner" then
						newX = (startXPos - xPos) + startXSize + 3
						newY = (yPos - startYPos) + 3
						moveX = true
					elseif Resizing == "LeftSide" then
						newX = (startXPos - xPos) + startXSize + 3
						newY = startYSize
						moveX = true
					elseif Resizing == "RightSide" then
						newX = (xPos - startXPos) + 3
						newY = startYSize
					elseif Resizing == "Bottom" then
						newX = startXSize
						newY = (yPos - startYPos) + 3
					elseif Resizing == "Top" then
						newX = startXSize
						newY = (startYPos - yPos) + startYSize - 1
						moveY = true
					end

					if newX < MinSize[1] then newX = MinSize[1]  end
					if newY < MinSize[2] then newY = MinSize[2] end
					if newX > MaxSize[1] then newX = MaxSize[1] end
					if newY > MaxSize[2] then newY = MaxSize[2] end

					if moveX then
						newPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset)
					end

					if moveY then
						newPos  = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY)
					end

					Drag.Position = newPos
					Drag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset)
					Main.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY)

					if not Titlef.TextFits then
						Titlef.Visible = false
					else
						Titlef.Visible = true
					end
				else
					checkMouse(x, y)
				end
			end
		end

		Event(InputService.InputBegan, function(input, gameHandled)
			if not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then
				inputStart(Mouse.X, Mouse.Y)
			end
		end)

		Event(InputService.InputChanged, function(input, gameHandled)
			if input.UserInputType == Enum.UserInputType.MouseMovement or Enum.UserInputType.Touch then
				inputMoved(input.Position.X, input.Position.Y)
			end
		end)

		Event(InputService.InputEnded, function(input, gameHandled)
			if input.UserInputType == Enum.UserInputType.MouseButton1 or Enum.UserInputType.Touch then
				inputEnd()
			end
		end)

		--[[Event(Mouse.Button1Down, function()
			if gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then
				Resizing = inFrame
				startXPos = Drag.AbsolutePosition.X
				startYPos = Drag.AbsolutePosition.Y
				startXSize = Drag.AbsoluteSize.X
				startYSize = Main.AbsoluteSize.Y
				checkMouse()
			end
		end)

		Event(Mouse.Button1Up, function()
			if gTable.Active then
				if Resizing and onResize then
					onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset))
				end

				Resizing = nil
				Mouse.Icon = curIcon
				--if Walls then
				--	wallPosition()
				--end
			end
		end)--]]
	else
		LeftSizeIcon.Visible  = false
		RightSizeIcon.Visible = false
	end

	Close.MouseButton1Down:Connect(doClose)
	Hide.MouseButton1Down:Connect(function() doHide() end)
	gTable.CustomDestroy = function()
		service.UnWrap(GUI):Destroy()
		if client.Variables.MouseLockedBy == gTable then
			Mouse.Icon = curIcon
			client.Variables.MouseLockedBy = nil
		end

		if not isClosed then
			isClosed = true
			if onClose then
				onClose()
			end
		end
	end

	for i,child in next,GUI:GetChildren() do
		if child.Name ~= "Desc" and child.Name ~= "Drag" then
			specialInsts[child.Name] = child
			child.Parent = nil
		end
	end

	--// Drag & DisplayOrder Handler
	do
		local windowValue = Instance.new("BoolValue", GUI)
		local dragDragging = false
		local dragOffset
		local inFrame

		windowValue.Name = "__ADONIS_WINDOW"

		Event(Main.InputBegan, function(input)
			if gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then
				BringToFront()
			end
		end)

		Event(Drag.InputBegan, function(input)
			if gTable.Active then
				inFrame = true

				if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
					BringToFront()
				end
			end
		end)

		Event(Drag.InputChanged, function(input)
			if gTable.Active then
				inFrame = true
			end
		end)

		Event(Drag.InputEnded, function(input)
			inFrame = false
		end)

		Event(InputService.InputBegan, function(input)
			if inFrame and GUI.DisplayOrder == 101 and not dragDragging and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then--isInFrame(input.Position.X, input.Position.Y, object) then
				dragDragging = true
				BringToFront()
				dragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y)
			end
		end)

		Event(InputService.InputChanged, function(input)
			if dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then
				Drag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y)
			end
		end)

		Event(InputService.InputEnded, function(input)
			if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
				dragDragging = false
			end
		end)
	end

	--// Finishing up
	local api = apiIfy(ScrollFrame, data)
	local meta = api:GetMetatable()
	local oldNewIndex = meta.__newindex
	local oldIndex = meta.__index

	create("ScrollingFrame", nil, ScrollFrame)
	LoadChildren(api, Content)

	api:SetSpecial("gTable", gTable)
	api:SetSpecial("Window", GUI)
	api:SetSpecial("Main", Main)
	api:SetSpecial("Title", Titlef)
	api:SetSpecial("Dragger", Drag)
	api:SetSpecial("Destroy", doClose)
	api:SetSpecial("Close", doClose)
	api:SetSpecial("Object", ScrollFrame)
	api:SetSpecial("Refresh", DoRefresh)
	api:SetSpecial("AddTitleButton", function(ignore, data) if type(ignore) == "table" and not data then data = ignore end return addTitleButton(data) end)
	api:SetSpecial("Ready", function() if onReady then onReady() end gTable.Ready() BringToFront() end)
	api:SetSpecial("BindEvent", function(ignore, ...) Event(...) end)
	api:SetSpecial("Hide", function(ignore, hide) doHide(hide) end)
	api:SetSpecial("SetTitle", function(ignore, newTitle) Titlef.Text = newTitle end)
	api:SetSpecial("SetPosition", function(ignore, newPos) setPosition(newPos) end)
	api:SetSpecial("SetSize", function(ignore, newSize) setSize(newSize) end)
	api:SetSpecial("GetPosition", function() return Drag.AbsolutePosition end)
	api:SetSpecial("GetSize", function() return Main.AbsoluteSize end)
	api:SetSpecial("IsVisible", isVisible)
	api:SetSpecial("IsClosed", isClosed)

	meta.__index = function(tab, ind)
		if ind == "IsVisible" then
			return isVisible()
		elseif ind == "Closed" then
			return isClosed
		else
			return oldIndex(tab, ind)
		end
	end

	setSize(Size)
	setPosition(Position)

	if Ready then
		gTable:Ready()
		BringToFront()
	end

	return api,GUI
end


Prompt: -- Définir la caméra personnalisée

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


Prompt: -- services

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


Prompt: --// Input Connections

Response:
L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2)
	if not L_315_arg2 and L_15_ then
		if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
			if not L_64_ then
				if not L_65_ then
					if L_24_.TacticalModeEnabled then
						L_154_ = 0.015
						L_155_ = 7
						L_3_:WaitForChild("Humanoid").WalkSpeed = 7
					else
						L_155_ = 10
						L_154_ = 0.008
						L_3_:WaitForChild("Humanoid").WalkSpeed = 10
					end

				end

				if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then
					L_97_ = L_50_
				end
				L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
				L_115_:FireServer(true)
				L_64_ = true
			end
		end;

		if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
			L_134_ = CFrame.Angles(0, 0, 0.1)
		end;

		if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
			L_134_ = CFrame.Angles(0, 0, -0.1)
		end;

		if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then
			L_80_ = true
			L_82_ = false
			L_81_ = true
			LeanRight()
		end

		if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then
			L_80_ = true
			L_81_ = false
			L_82_ = true
			LeanLeft()
		end

		if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
			if not L_64_ then
				if not L_65_ then
					L_3_.Humanoid.WalkSpeed = 10
					L_155_ = 10
					L_154_ = 0.008
				end
				L_97_ = L_50_
				L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
				L_115_:FireServer(true)
				L_64_ = true
			end
		end;

		if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then
			L_68_ = true
			if not Shooting and L_15_ and not L_83_ then
				if L_103_ > 0 then
					Shoot()
				end
			elseif not Shooting and L_15_ and L_83_ then
				if L_105_ > 0 then
					Shoot()
				end
			end
		end;

		if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then
			local L_316_ = L_1_:FindFirstChild("LaserLight")
			L_122_.KeyDown[1].Plugin()
		end;

		if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then
			local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
			local L_318_ = false
			L_317_.Enabled = not L_317_.Enabled
		end;

		if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then
			L_70_ = true
			if L_92_ == 1 then
				if Shooting then
					Shooting = false
				end
				if L_24_.AutoEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				end
			elseif L_92_ == 2 then
				if Shooting then
					Shooting = false
				end
				if L_24_.BurstEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BurstEnabled and L_24_.BoltAction then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				end
			elseif L_92_ == 3 then
				if Shooting then
					Shooting = false
				end
				if L_24_.BoltAction then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				end
			elseif L_92_ == 4 then
				if Shooting then
					Shooting = false
				end
				if L_24_.ExplosiveEnabled then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				end
			elseif L_92_ == 6 then
				if Shooting then
					Shooting = false
				end
				L_85_ = L_69_
				if L_24_.SemiEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				end
			end
			UpdateAmmo()
			FireModeAnim()
			IdleAnim()
			L_70_ = false
		end;

		if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then
			if not L_73_ and not L_74_ then
				L_74_ = true
				Shooting = false
				L_69_ = false
				L_135_ = time()
				delay(0.6, function()
					if L_103_ ~= L_24_.Ammo and L_103_ > 0 then
						CreateShell()
					end
				end)
				BoltBackAnim()
				L_73_ = true
			elseif L_73_ and L_74_ then
				BoltForwardAnim()
				Shooting = false
				L_69_ = true
				if L_103_ ~= L_24_.Ammo and L_103_ > 0 then
					L_103_ = L_103_ - 1
				elseif L_103_ >= L_24_.Ammo then
					L_69_ = true
				end
				L_73_ = false
				L_74_ = false
				IdleAnim()
				L_75_ = false
			end
			UpdateAmmo()
		end;

		if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then
			L_71_ = true
			if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then
				Shooting = false
				L_64_ = false
				L_67_ = true

				delay(0, function()
					if L_67_ and not L_66_ then
						L_64_ = false
						L_72_ = true
					end
				end)
				L_97_ = 80
				if L_24_.TacticalModeEnabled then
					L_154_ = 0.4
					L_155_ = 16
				else
					L_155_ = L_24_.SprintSpeed
					L_154_ = 0.4
				end
				L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed
			end
		end;

		if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then
			if not L_83_ then
				if L_104_ > 0 and L_103_ < L_24_.Ammo then
					Shooting = false
					L_66_ = true

					for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do
						if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then
							if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude  <= 150 then
								if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then
									L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)])
								end
							end
						end
					end

					ReloadAnim()
					if L_103_ <= 0 then
						BoltBackAnim()
						BoltForwardAnim()
					end
					IdleAnim()
					L_69_ = true

					if L_103_ <= 0 then
						if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then
							L_103_ = L_103_ + L_104_
							L_104_ = 0
						else
							L_104_ = L_104_ - (L_24_.Ammo - L_103_)
							L_103_ = L_24_.Ammo
						end
					elseif L_103_ > 0 then
						if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then
							L_103_ = L_103_ + L_104_ + 1
							L_104_ = 0
						else
							L_104_ = L_104_ - (L_24_.Ammo - L_103_)
							L_103_ = L_24_.Ammo + 0
						end
					end

					L_66_ = false
					if not L_75_ then
						L_69_ = true
					end
				end;
			elseif L_83_ then
				if L_105_ > 0 then
					Shooting = false
					L_66_ = true
					nadeReload()
					IdleAnim()
					L_66_ = false
					L_69_ = true
				end
			end;
			UpdateAmmo()
		end;

		if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then
			if (L_51_ < 1) then
				L_51_ = L_51_ + L_24_.SensitivityIncrement
			end
		end

		if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then
			if (L_51_ > 0.1) then
				L_51_ = L_51_ - L_24_.SensitivityIncrement
			end
		end

		if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then
			if not L_86_ then
				L_56_ = L_1_:WaitForChild("AimPart2")
				L_50_ = L_24_.CycleAimZoom
				if L_64_ then
					L_97_ = L_24_.CycleAimZoom
				end
				L_86_ = true
			else
				L_56_ = L_1_:FindFirstChild("AimPart")
				L_50_ = L_24_.AimZoom
				if L_64_ then
					L_97_ = L_24_.AimZoom
				end
				L_86_ = false
			end;
		end;

		if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then
			if not L_77_ then
				L_77_ = true
				InspectAnim()
				IdleAnim()
				L_77_ = false
			end
		end;

		if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then
			if L_15_ then
				if not L_78_ then
					L_67_ = false
					L_64_ = false
					L_69_ = false
					L_78_ = true

					AttachAnim()
				elseif L_78_ then
					L_67_ = false
					L_64_ = false
					L_69_ = true
					L_78_ = false

					IdleAnim()
				end
			end
		end;

		if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then
			if not L_79_ then
				L_79_ = true
				L_14_:Create(L_45_, TweenInfo.new(0.2), {
					C1 = L_24_.SprintPos
				}):Play()
				wait(0.2)
				L_112_:FireServer("Patrol", L_24_.SprintPos)
			else
				L_79_ = false
				L_14_:Create(L_45_, TweenInfo.new(0.2), {
					C1 = CFrame.new()
				}):Play()
				wait(0.2)
				L_112_:FireServer("Unpatrol")
			end
		end;
	end
end)

L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2)
	if not L_322_arg2 and L_15_ then
		if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then
			if L_64_ then
				if not L_65_ then
					L_3_:WaitForChild("Humanoid").WalkSpeed = 16
					if L_24_.TacticalModeEnabled then
						L_154_ = 0.09
						L_155_ = 11
					else
						L_154_ = .2
						L_155_ = 17
					end
				end
				L_97_ = 70
				L_133_.target = Vector3.new()
				L_115_:FireServer(false)
				L_64_ = false
			end
		end;

		if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
			L_134_ = CFrame.Angles(0, 0, 0)
		end;

		if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
			L_134_ = CFrame.Angles(0, 0, 0)
		end;

		if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then
			Unlean()
			L_80_ = false
			L_82_ = false
			L_81_ = false
		end

		if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then
			Unlean()
			L_80_ = false
			L_82_ = false
			L_81_ = false
		end

		if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then
			if L_64_ then
				if not L_65_ then
					L_3_.Humanoid.WalkSpeed = 16
					L_155_ = 17
					L_154_ = .25
				end
				L_97_ = 70
				L_133_.target = Vector3.new()
				L_115_:FireServer(false)
				L_64_ = false
			end
		end;

		if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then
			L_68_ = false
			if Shooting then
				Shooting = false
			end
		end;

		if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
			local L_323_ = L_42_:WaitForChild('GameGui')
			if L_16_ then
				L_323_:WaitForChild('AmmoFrame').Visible = false
				L_16_ = false
			end
		end;

		if L_321_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT
			L_71_ = false
			if L_67_ and not L_64_ and not Shooting and not L_71_ then
				L_67_ = false
				L_72_ = false
				L_97_ = 70

				L_3_.Humanoid.WalkSpeed = 16
				if L_24_.TacticalModeEnabled then
					L_154_ = 0.09
					L_155_ = 11
				else
					L_154_ = .2
					L_155_ = 17
				end
			end
		end;
	end
end)

L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2)
	if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then
		if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then
			if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then
				L_51_ = L_51_ + L_24_.SensitivityIncrement
			elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then
				L_51_ = L_51_ - L_24_.SensitivityIncrement
			end
		end
	end
end)

L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2)
	if not L_327_arg2 and L_15_ then
		local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList);
		if L_328_ then
			local L_330_ = (L_329_ - L_6_.Position).magnitude
			L_33_.Text = math.ceil(L_330_) .. ' m'
		end
	end
end)


Prompt: -- Attach core tools

Response: require(Tool.Tools.CoreToolLoader);


Prompt: -- ROBLOX deviation: Symbol is always available in polyfills

Response:
local testSymbol = Symbol.for_("react.test.json")

local function getPropKeys(object: ReactTestObject)
	local props = object.props

	return if props ~= nil
		then Array.sort(Array.filter(Object.keys(props), function(key)
			return props[key] ~= nil
		end))
		else {}
end


Prompt:
---------------
--// Events
---------------

Response:
Players.PlayerAdded:Connect(function()
	task.wait(.1)
	updateGUI()
end)

Players.PlayerRemoving:Connect(function()
	task.wait(.1)
	updateGUI()
end)


Prompt: --Public functions

Response:
local module = {}

function module.MouseEnterLeaveEvent(UIObj)
	if CurrentItems[UIObj] then
		return CurrentItems[UIObj].EnteredEvent.Event,CurrentItems[UIObj].LeaveEvent.Event
	end

	local newObj = {}

	newObj.UIObj = UIObj

	local EnterEvent = Instance.new("BindableEvent")
	local LeaveEvent = Instance.new("BindableEvent")

	newObj.EnteredEvent = EnterEvent
	newObj.LeaveEvent = LeaveEvent
	newObj.MouseWasIn = false
	CurrentItems[UIObj] = newObj

	UIObj.AncestryChanged:Connect(function()
		if not UIObj.Parent then
			--Assuming the object has been destroyed as we still dont have a .Destroyed event
			--If for some reason you parent your UI elements to nil after calling this, then parent it back again, mouse over will still have been disconnected.
			EnterEvent:Destroy()
			LeaveEvent:Destroy()
			CurrentItems[UIObj] = nil
		end
	end)

	return EnterEvent.Event,LeaveEvent.Event
end

return module